Oblivion

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Langy

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Langy

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About this mod

This is a beta release for a modder\'s resource of automated weapon racks. I\'ve used modified versions of Metz\'s Weapon Display Resource - mainly I\'ve optimized collision meshes and altered the visual meshes slightly so that, for example, the three-hook weapon comes with two poles automatically rather than having to place each one indivi

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This is a beta release for a modder's resource of automated weapon racks. I've used modified versions of Metz's Weapon Display Resource - mainly I've optimized collision meshes and altered the visual meshes slightly so that, for example, the three-hook weapon comes with two poles automatically rather than having to place each one individually.

In order to check out the racks, turn on the plugin, open Oblivion, and type 'coc TestAPR' in the console. This will warp you to a room which includes four of each of the four weapon racks present in this beta (including rotations of 0, 90, 180, and 270 degrees), as well as chests including full sets of Daedric, Iron, and Elven weapons, as well as a chest filled with staffs, using all of the available staff models.

This mod requires OBSE - I'm not sure which version, however. It'll likely work with any version after 6 or so, but I haven't checked each of the functions I've used to see when they were added.

The included weapon racks are as follows:

*A roughly chest-height rack capable of holding three medium to large weapons (shortswords and larger, including most non-mace blunt weapons, bows, and staffs).
*A staff stand, capable of holding four seperate staffs.
*A wall ring holder, made to hold blunt weapons upright. It can accomodate one weapon only.
*A small wall rack, capable of holding one weapon. It can accomodate swords and blunt weapons only, but it is small enough to hold daggers, maces, and most any other reasonably-sized weapon. I know of no vanilla weapon too small enough to fit.



In order to use these weapon racks, just use them as you would a container. Put a weapon of the appropriate type into it and it'll automatically place it into its place. For the staff stand and the three-weapon rack, if you don't fill the rack the first time you use it you can use it again in order to fill it up. Once it's full, it'll automatically reset to putting this in the first position again the next time you use it, so you'll need to take the weapons off the rack first before trying to put anything more on it - otherwise, the new items will spawn on top of your existing items.

Occasionally, an item won't be placed properly and will fall off the rack or otherwise have trouble. Try and use your Z key to stabalize an item if it's doing this, or simply empty the rack and try placing it again. Sometimes you'll have more luck the second go around - but sometimes it's simply not going to work no matter what you do - case in point the Daedric Battleaxe, which won't work in either the small wall rack or the three weapon rack due to its two-bladed design - instead, try using the wall ring holder for these items.




Now, the reason I'm releasing this beta: there are problems with it that I can't seem to fix. Namely, one large problem: the last of the racks of each type added to a cell will not function. The script will run on them, they will appear in the game world and have collision - but you can not activate them, and thus they will not work. I have no idea how to fix this, or what is causing it. This is the reason there are actually five of each type of weapon rack in the test cell. I need to come up with a solution to this problem before I can release it as a non-beta version. Any help on figuring this out would be greatly appreciated.

These are the other known issues:

*Staff collision meshes are much too large for their actual size - this causes them to look like they're floating when on the three-weapon rack.

*THIS HAS BEEN FIXED*
*Some items fall off the three-weapon rack much too easily - I can fix this for most weapons by altering the rack's collision mesh, but this would make it impossible for bows and staffs to fit properly due to the bow and staff collision meshes being much larger than the items they're for. Similarly, I could fix this by directly editing the collision meshes for the bows and staffs, but this will make it incompatible with other mods which edit those meshes or add new items based on those meshes. I'd like ideas on how to rectify this - I could create a new rack which is specifically for non-bows and non-staffs and leave the current rack as-is, but I'm honestly not very good at modelling and don't (currently) know how to UV map objects. As such, the two racks would likely look identicle.
*THIS HAS BEEN FIXED*

*The wall rack doesn't look very good - I'm planning on altering its model using parts of the 3-weapon rack to replace the hooks it currently has, but haven't done so yet. It also may get a retexture to make it look metallic instead of wooden, but I haven't decided.
*The ring holder is a horribly unoptimized model and has texture-flickering issues. I'm planning on creating a replacement for it, but it'll likely just be a version of the wall rack flipped onto its side and with rings instead of hooks.

*THIS HAS BEEN FIXED*
*Items are always placed in the same order on the 3-weapon and staff racks. I'm planning on randomizing which slot the items go in, but I haven't done so yet.
*THIS HAS BEEN FIXED*

*Racks can only be rotated in 90 degree increments - this is due to the different locations of weapon origins and my wish not to do complex geometry. If anyone's willing to do the geometry required to make all the different weapons on the different racks placeable at any angle, I'd be quite happy.
*The script assumes all shortswords have Reach of less than 1 and all Longswords have Reach greater than one. Some mods alter the reach of weapons to be more accurate, but I haven't checked to see what they alter it to yet. I believe both OOO and Fran's mod both do this, so longswords and shortswords may not work quite properly for either of them.


While this is a beta version, it is also being released as a modder's resource. The scripts aren't finished or documented, things don't work perfectly, and I don't consider it a release candidate - but if you want to, you can edit it in any way you'd like. I don't recommend using it until it's finished, however - but if you want to use it, go ahead. Simply give credit - and remember that Metz created or modified the original models which I then modified myself.



Changelog:

v0.2: Automated the monitoring of items on the racks. This means it is no longer neccessary to sneak and then activate the racks in order to reset them.
Added an option to freeze items in their spots - sneak-activate the racks in order to toggle this option on or off. You can turn this on before or after you put items into the racks - turn it on afterwards and the item will be frozen where it lies, if it's on the weapon rack or not.
Randomized the placement of items on the multiple-weapon racks.

New bug introduced: For some reason, the automated monitor system doesn't recognize when the Goblin Shaman staff is picked up. So far as I can tell, this only happens with the goblin shaman staff. I have no idea why or how to fix it - any ideas on a better method of detecting when an item is picked up would be great.