Scabbard/sheathing mods

Post » Fri May 13, 2011 3:39 pm

I'm curious. How do mods like this work? Scripting? What exactly does the script do to get them to work?

The reason I'm asking is I had an idea. I'm not sure if it would work but it seems like a good idea. I think it would be simpler and all around more compatible to add an extra bone to the skeleton for sheaths and quivers and such instead of relying on a script/taking the pauldron slot. Perhaps even add in several different bones so your dagger would not be on the same place as your quiver, bow, claymore, or even shield. The sheathing could work with an animation replacement. People are still making those, right?

...Right?

Edit: And suddenly it occurs to me I wouldn't know how to get the game to tell the difference between a dagger and a claymore, but I never claimed to know what in hell I'm doing.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Fri May 13, 2011 2:28 pm

You've pretty much answered your own question there. Any sheathing mod has to know what it is you're actually sheathing to add the correct sheath. Also there's the issue of a fixed number of clothing and armour slots, which is hardwired both into the engine AND the construction set. There's no real easy solution, Sandman101 and I have chosen to work around it by allowing players to double up any pauldrons and gloves that match - trading MW style armour for Oblivion style armour along with Oblivion style sheathing.

We're still plugging away toward a beta, the workload in getting this up and running to the quality we both want has been a lesson about optimistic projects. :) If you want to be a playtester when we do have a test release ready then please let me know.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri May 13, 2011 1:38 pm

You've pretty much answered your own question there.

I did? ...Oh. Remind me not to post early in the morning.

There's no real easy solution, Sandman101 and I have chosen to work around it by allowing players to double up any pauldrons and gloves that match - trading MW style armour for Oblivion style armour along with Oblivion style sheathing.

Is that the best way you've found how to do it, or is that the only way there is? Seems like a lot of work.

We're still plugging away toward a beta, the workload in getting this up and running to the quality we both want has been a lesson about optimistic projects. :) If you want to be a playtester when we do have a test release ready then please let me know.

Sure. I'd like to do that.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm


Return to III - Morrowind