Keening reforged

Post » Thu Oct 07, 2010 2:30 am

There's a set of knuckle dusters in http://www.tesnexus.com/downloads/file.php?id=5432. 1) Mesh needs to be downgraded. 2) Check textures - may need to tweak UV map and apply vanilla textures 3) Needs to be rigged to the body mesh... tack them on to a glove mesh, too, I suppose. =/

I can't be of any help for that, sorry. I can retex the spikes that normally come out of the knuckle band on wraithguard to have keening's blade texture, but it doesn't look very impressive.
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Naomi Ward
 
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Post » Thu Oct 07, 2010 2:22 am

There's another thread here that is offering to downgrade TESIV armors, maybe we can get them to downgrade it for us. :) I'll go ask.

Thanks for the heads up Alaisiagae. :)



KF


Edit: well, no go on that one. :( Maybe someone will pick this one up. It's not high priority so no worries. :)
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Kelsey Anna Farley
 
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Post » Thu Oct 07, 2010 10:24 am

There's another thread here that is offering to downgrade TESIV armors, maybe we can get them to downgrade it for us. :) I'll go ask.

Thanks for the heads up Alaisiagae. :)



KF


Edit: well, no go on that one. :( Maybe someone will pick this one up. It's not high priority so no worries. :)

Wait! Brainstorm! Just downgrade the ground mesh. We set it up to occupy the ring slots and give one keening's CE buffs, and the other one Sunder's CE buffs. I'll need the UV map to be broken up - I can illustrate it with a screenshot and some doodling - so I can slap on textures to make one look like keening and the other one to look like sunder. And it totally makes sense that it'd occupy the ring slot.

Does that sound like a good alternative in the absence of what we really want (wearable brass knuckles and arm blades)? :unsure:
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Jerry Cox
 
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Post » Wed Oct 06, 2010 11:01 pm

Wait! Brainstorm! Just downgrade the ground mesh. We set it up to occupy the ring slots and give one keening's CE buffs, and the other one Sunder's CE buffs. I'll need the UV map to be broken up - I can illustrate it with a screenshot and some doodling - so I can slap on textures to make one look like keening and the other one to look like sunder. And it totally makes sense that it'd occupy the ring slot.

Does that sound like a good alternative in the absence of what we really want (wearable brass knuckles and arm blades)? :unsure:



Sounds like a good idea except that the knuckle duster needs to be set up as a weapon so that it hits the heart. I'm still looking into exactly what needs to be done to have a weapon hit as a hand to hand attack. As soon as I figure that out I'll let you know. :)

I'll PM you with contact details so that we can get those wonderful meshes of yours into my grubby little paws and get this rolling. :)

And again, Thank you for all your help! :D


KF
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BlackaneseB
 
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Post » Wed Oct 06, 2010 10:56 pm

Please excuse the double post, but it's necessary. :)


First of all, version 2 is in the works. The resources have all been gathered but one and that one will have to wait. In fact, the one resource that is still being worked on is the cause of the following question. :)

Is it possible to have a mesh that equips as a weapon, but uses the hand to hand skill?
If not, is it possible to have a piece of clothing be detected as hitting like a weapon?

I'm trying to figure out a way to have a hand to hand version of Keening and so far I've been unable to locate any info on the subject.


Thanks in advance for any help. :)


KF
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Tamara Primo
 
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Post » Wed Oct 06, 2010 11:12 pm

Is it possible to have a mesh that equips as a weapon, but uses the hand to hand skill?

Maybe. I don't know how it works, but I have seen a mod that does the following: one handed spears scripted to work with the Spear skill instead of one of the blade skills. Ah, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6453. Maybe take a peek at the scripts? :unsure:
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Liii BLATES
 
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Post » Thu Oct 07, 2010 1:53 pm

It's possible. I seem to remember a few weapons mods, specifically for hand to hand players.

edit: Here's something - doesn't use the handtohand skill though... http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2725

Still feel sure that I've seen this somewhere before...
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teeny
 
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Post » Wed Oct 06, 2010 10:42 pm

Version 2.0 has been released to GHF and PES. The new version adds the ability to turn Keening into a mace, a quarterstaff or a crossbow with ten bolts.
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Craig Martin
 
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Post » Thu Oct 07, 2010 1:05 am

So you get 10 special Keening bolts along with the crossbow? Do you need those to finish the main quest or can any bolts be used for that?
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benjamin corsini
 
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Post » Thu Oct 07, 2010 10:05 am

You need the special bolts to finish the main quest. The crossbow works like any other crossbow with normal bolts, but you have to use the special bolts to hit the heart. There are 10 bolts given to the player when you receive the crossbow and it takes (IIRC) three hits to destroy the heart. The bolts don't re-spawn or anything, so be careful not to use them on anything else. :)


KF
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Dona BlackHeart
 
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Post » Thu Oct 07, 2010 6:24 am

Woohooo! Grabbing for my tester character.
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Harry Leon
 
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Post » Thu Oct 07, 2010 12:28 pm

So you get 10 special Keening bolts along with the crossbow? Do you need those to finish the main quest or can any bolts be used for that?



You need the special bolts to finish the main quest. The crossbow works like any other crossbow with normal bolts, but you have to use the special bolts to hit the heart. There are 10 bolts given to the player when you receive the crossbow and it takes (IIRC) three hits to destroy the heart. The bolts don't re-spawn or anything, so be careful not to use them on anything else. :)

What Kiteflyer said. I looked at the heart script and it looks like you only need to actually hit the heart 3 or 4 times, so I figured 10 bolts would be enough of a cushion. You don't have to use the bolts with the new crossbow if you're aiming at anything other than the heart, but you do need to use them to hit the heart. It was easier to script that way versus trying to see what weapon you were using while you were attacking the heart.
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Abi Emily
 
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Post » Thu Oct 07, 2010 8:59 am

Awesome! Thanks for the update, I've downloaded it. :D
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Jennifer Munroe
 
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Post » Thu Oct 07, 2010 1:41 am

Finally, my spear-wielding Argie will have a reason to use Keening! This is awesome.
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Donald Richards
 
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Post » Thu Oct 07, 2010 4:39 am

Awesome! Thanks for the update, I've downloaded it. :D

No, thank you for the new meshes. :D Without them, this mod would have never happened.

Finally, my spear-wielding Argie will have a reason to use Keening! This is awesome.

Thanks. We hope you enjoy it.
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Breautiful
 
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Post » Thu Oct 07, 2010 6:59 am

I reckon this mod is not compatible with Darknuts Greater Dwemer Ruins? Because although I have all the necessary stuff (Dwarven Claymore, 10K, 100 dwemer coins, Keening) I have no dialogue options related to reforging Keening.

EDIT: Although I now realise it uses Alaisiagae's resources. I wouldn't mind just changing Keening into a long sword using the new textures/meshes without giving anything to Yagram (since this mod won't work, and I have tried removing DGDR's mod now that I've finished playing the main quest.
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Andy durkan
 
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Post » Thu Oct 07, 2010 6:01 am

It would make sense to me if the Keening from GDR uses the same ID as the vanilla one, for compatibility. And because the heart script would have to be changed too otherwise. I don't see why Darknut would use a copy with a different ID for the real Keening in his mod.

But if there really is a conflict I'll have to update my list.

Edit: Now that I think about it, Keening Reforged probably edits the heart script as well to allow the other weapons to act as Keening. So yeah there's probably a conflict...
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Camden Unglesbee
 
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Post » Thu Oct 07, 2010 7:30 am

Yeah I got this mod from your list, and according to http://www.gamesas.com/index.php?/topic/1071332-relz-darknuts-greater-dwemer-ruins-thread-2/page__view__findpost__p__16288055 there is indeed a conflict.
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lucy chadwick
 
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Post » Thu Oct 07, 2010 8:48 am

Edit: Now that I think about it, Keening Reforged probably edits the heart script as well to allow the other weapons to act as Keening. So yeah there's probably a conflict...

It does modify the heart script so that the new weapons can damage the heart like the original version does. We had to give the new weapons unique ids so that we could give them out via dialog.
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Lewis Morel
 
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Post » Thu Oct 07, 2010 3:41 pm

I'm currently working on a patch for Keening Reforged to make it compatible with DN's GDR. It shouldn't take too long. :)


Edit:
@Tesfanner: If you would like, you can console the longsword to yourself. As you've already completed the main quest you don't need the heart script to recognize it. :) The id for the longwsord is "kb_keening_lngswd". That way you don't have to hold up your game waiting on the patch. :)



KF
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A Dardzz
 
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Post » Thu Oct 07, 2010 8:50 am

Thanks, that worked! :)
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Liii BLATES
 
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Post » Thu Oct 07, 2010 10:42 am

Version 2.1 is now available on GHF and PES. The links in the OP are updated. :) If there are any other issues, let me know. :)


Enjoy. :D



KF
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Damned_Queen
 
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