Oblivion

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Created by

Keter Sephiroth

Uploaded by

OWASephirot

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About this mod

Dual wield. Wielding two swords. What can be said? Only that i made more than 35 unique animations.

Permissions and credits
===UPDATE===
Beta 2: Ok guys, first person view attacks done. I've made two normal attacks (which are a left
trust and a slash) and 5 power attacks. I had to do them all over, since making 1rst person anims
is a bit tricky especially in terms of eliminating clipping. However, i couldn’t eliminate it
completely but these moments are pretty fast and you probably wouldn’t even notice. However the
power attacks don't work so good with walking (which is not an issue for me since i always use
fast movement in battle), well they do, but arg just see for yourself. If you are using some mod
or for other reasons need to use power attacks while walking, just delete the follwing files from
oblivion\data\meshes\character\_1stperson

onehandright.kf
onehandleft.kf
onehandbackward.kf
onehandforward.kf

For 1st person i also made it so that there woudn't be a sword when you run forward (to match the
3rd person run)
Keep in mind though that the power attacks for 1rst person require the ones in 3rd person. Why? Because the the time when the hit will accour is calculated from anims in 3rd person. Vanilla anims are faster than my, and so the hit won't sync if you are not using the Optional Power Attacks. This can be fixed however by manualy increasing speed of the animation. How to increase speed? Refer to my h2h mod there is a tutorial on how to do it.

I also included more optional stuff for 3rd person. Specifically a stagger animation (completely
made by hand) and equip animation. Why optional? Well, someone might like the stagger since it is
more acrobatic now and can actually help. But some might not. It won't kick in constantly so don't worry.
The equip is optional because of some odd bug or something - there is no sound when equiping. I
don't understand why really, but it has probably something to do with exporting (and yes i tried
the Sound: Id and Enum: Equip text keys)
The additions can be seen in this vid:


And yeah, i am taking a break from modding (from one month to 1.5 years lol). So don't expect me to answer questions and that kind of stuff.


Description.

Dual wield. Wielding two swords. What can be said? Only that i made more than 35 unique
animations. Most of them are done by hand, meaning there are only two mocap files that ware used
(and almost completely remade). Believe me, if i had the necessary mocap quality animations that
could be used in the creation of the mod, i would have used them. The anims "replace" one hand
weapon animations. But, all animations, for the exception of power attacks, are independent,
meaning, you are the only warrior in Tamriel who can wield two swords. Feel like a god =)

Here is a vid, showing some of the features of the mod (including real time combat, to show you
that it is not just for show, you will actualy need to develop some new strategies ^^') ->



What is replaced:
All normal attacks
Running, walking, turning, idle
Blocking, blockhit
Skill Power Attacks
1rst person animations (exept for block that for some reason dosent accept any animation)


What i really hope that will be done:
*Power Attack's independence (because of technical issues, for now we will have to forget about
it)
*Being able to add a copy of your current weapon to the left on the fly (there is such a mod
called "Ambidextrie". Some people may even prefer it, rather than this mod)
*Full new style which is independant from everything else (see above why it's not possible (for me
at least))


I understand that the mod is not perfect, but, i did what i could do at the moment.

Requires:
1)Mods that add, off hand weapons. Basically it's a mod that uses a sword mesh instead of a shield
one. There are many of them like this one -> http://tesnexus.com/downloads/file.php?id=4167
Be warned though, that if the offhand weapon is attached to the left forearm bone (and most of the
mods use that bone for attachment) the animation will cause clipping. It is not my responsibility
if they do, i am but a humble animator =)
The above linked mod does not cause clipping. But I don't use any mesh from it ^^'
2)NEEDS OBLIVION MOD MANAGER! -> http://timeslip.chorrol.com/obmm_download.html


Installation:

The mod consists of 3 omods:
1) Dual wield - animations that are independat from other npcs.
2) Optional power attacks - all npc's that use onehand weapons will use them too
3) Good ol' anim replacer. Meaning all defoult animations will be replaced.

Pick what you like and double click on it. Then in the mod manager activate the mod. That's it =)
(i use 1) and 2))

To install the optional equip or\and stagger go to Optional Stagger and Block folder. There you
will find 2 folders named stagger and equip. If you open these folders there would be the meshes
folder which you need to extract into oblivion\data. Wow, feels like a quest, ain't it? Lol. I
don't know how to make mod manager scripts or whatever they are called to simplify the process.
And i don't have time or wish to find out at the moment. So yeah.

Uninstallation:
In Oblivion Mod manager double click on what you wish to disable.


Bugs:
*Sometimes old normal attacks kick in (well they kick in pretty frequently). It means that you now
have 8 of them X_x. Sorry, can't be fixed.
*For some people the mod doesn't work. You probably need the latest patch. As of other reason that
won't allow you to play the mod, i don't know.
*The mod WORKS with Deadly refles, however pulling of criticals will be a little hard. In dr 5
this issue should be fixed if i am correct.
*If you are not using optional power attacks, these attacks in first person will hit a lot erlier than they should.
*The sound on equip anim dosen't work.
*If you walk (not run) while constantly using power attacks in first person, wierd clipping will
apear. Just do a normal attack or run and everything will be back to normal. Or use the method
described above.
*There may be some more bugs, but i don't know of any more.


Credits:
ThrillKill - for putting me on path to figure out how to replace some of the animations without
affecting npc's.
Myself - because i am not afraid to say that i did a good, yet not perfect, job, lol ^.~
SkyCaptain - for explaining, what can be done, and what cannot.
TheTalkieToster - for criticism (be it deserved or not)
All the people who replied, and answered my questions =)
All the people who encouraged me to do this.