The only thing I'd change with the weapon positioning, after installing this mod, if i could - would be to make the weapons that are on the hips, be at a less severe angle.,
while some weapons were at that severe 45 degree angle at certain times in human history, mostly for ceremonial purposes.. more often than not, they were closer to vertically mounted against the leg, with a drawstring 2/3 down the sheath, to secure it in place, wrapped around the leg.
maybe a good comprimise is 20-30 degrees instead of 45?AFK channel remains the Default channel.
This is pretty much dead. It's based on the older xp32 skeleton. Just get the newer XP32 Extended and racemenu, then you can customize the weapon positions to your heart's content.
In the short term, you can use groovetama's skeleton installer from http://skyrim.nexusmods.com/mods/26800/. He has all the options people have been asking for. The downside is a lot of his weapon positioning also needs some adjustments. I don't know if I'll take it on or not. Still not real motivated to work on any of this.
So here's the thing.... my wife passed away in March, and since then I really don't care much about modding. At this point, it's unlikely that I'll start again. If someone wants to take this over, feel free. I'll give you access to the page, or you can just upload as your own mod. I really don't care.
If you ever do decide to continue on this, could you change the Swords on Back position? I use Equipping overhaul and would like my sword to be in line with my Greatsword, rather than just clipping through.
Thanks for this. The default sword positions were especially irritating to me lol. One thing though: Daggers seem to be floating away from my hip. Not really that noticable unless you look at your character sideways. Is it possible to fix this in nifskope? (I've never worked with skeletons before so i'm not sure)
Yeah, can you get me a screenshot? And is this a custom armor or a vanilla replacer? I've noticed a lot of custom armors and replacers need to have the weapon offset adjusted in the esp.
Just a thought .. this looks great so far, but I'd love to see an mcm menu where I can select which node I want the weapon/shield to appear on. I've no idea if this is possible, but there's no harm in asking, and I certainly wouldn't want to give you the impression that I don't like what you've done so far.
I'm glad you found it useful. I'm trying to make time to update to the 1.9 skeleton XP released, but haven't gotten around to it since I've been spending all the modding time tweaking my ENB to a new code base. I have moved a few bones over, but that's it. And some of the scaling for the bones those bones are connected to was changed, so it all has to be retweaked. Again. Then maybe I finally finally get to the beast skeletons. Been kind of itching to try a khajiit character.
As far as MCM menus, etc., the node the weapon appears on, as far as I know, is mod dependent for some things, and node name dependent for others. So MCM menus to put weapons on particular nodes would mean nif code to dynamically rename nodes, then resetting the PC so the game would re-read the skeleton, as well as repositioning the nodes for the various mods the skeleton supports. If you'd like to use this skeleton as a starting point for a project like that, you have my blessings. I use dual-sheath redux, and that's it. I honestly don't care about the rest, and I'm not interested in trying to make this mod popular. It's something I use, and so I wanted to share it with others to maybe save someone the hassle of repositioning the weapons. That's really all it's for. But should I ever get around to learning the nif code, which I need to do for another project I have in mind, then something like what you suggest could make an interesting learning experience. So who knows?
No problem, I understand. No harm in asking. I used to use DSR, but I found that with so many modders putting out decent stuff, a fair amount of items weren't being picked up by the skyproc. Also, I found it yet another step to go through when trying out a handful of mods. I'm still hopeful for a mod that handles it (shields/weapons on back etc .. attached to skeleton nodes) at some point .. I can dream!
I really do appreciate your work though, and I hope my post wasn't in any way derogatory to your effort, and the fact that you shared your work with us. Thanks again.
For DSR, you have to create the left-hand meshes manually. Most modders aren't releasing DSR-ready mods. I've done some and it really does only take a couple of minutes, at most, per weapon. The tricky part is usually pulling the mod apart to figure out where the meshes go. But once you create those meshes, I've yet to have skyproc fail to pick them up.
But you know, I just had an idea, though this would be best implemented as part of DSR... what if there was a node called sword_back and sword_back_left. Same for daggers. Then via the MCM menu, you pick whether you want your sword/dagger to use the normal hip node, or the back node? For someone that knows coding MCM menus and the rest, it should be child's play. Then you'd just need to copy the sword and dagger nodes to the new names and position them. Hmmm... someone want to go bug Neovalen about adding that?
If you know how to use 'nifSkope' you can edit xp32's skelie to use the back and hip nodes rather than the vanilla. Open the skelie and find the node with the name of the weapon you want to edit. Dagger for example. Rename the node DaggerX. Now find the node you want to use. It will be named DaggerX or similar. Just erase whatever follows Dagger and save. Now do the same for DaggerLeft and whatever else you want to move. Now when you equip a dagger [or offhand dagger] it will equip on the new node.
Yes, but I don't like daggers or swords on the back, so I'm not adjusting those positions. Others can adjust/modify to their heart's content.
What I wish is that there was a "katana" node that would only be used by katanas. Then my ninja-type characters would look better. But seeing some goombah's imperial sword on the back just ruins the whole game for me, so I just leave everything on the hips.
I have been trying so hard [okay, not very hard] to turn my longbow upside up. As I you may know, my long bow is not symmetrical. I can turn the bow upside up but I can not turn it on the vertical axis so the string is over the right shoulder. Even 'blender' and '3dmax' would not let me turn it. [To be honest, I think you should always carry the bow when you have it equipped whether it is 'ready' or not. But what can you do...?]
Making a 'beast' skeleton should be easy if you know how to use 'nifSkope'. Open a 'beast' skelie and drag the window to the edge of the screen so that it 'snaps' to fit into half the screen. Open the edited 'normal' skelie and drag it to the opposite side. Highlight part of the tail on the 'beast' skelie so that the list on the left opens and you can select the base of the tail. Copy the tails' 'tree', click on the root of the other skelie and find the pelvis root. Remember the name of the 'root' where you copied the tail.[Should say 'Pelvis... something] and paste the tail there. If it does not look right, reload the normal skelie and try again. If it does look right, save as skeleton_beast_new.nif, rename the original by adding _bak after beast and erase _new from the new file and give it a try.
If I remember right, xp32's skelie all have tails. If the 'normal' has a tail save it as skeleton_beast. I erase the tail on the 'normal' skelie because it sticks straight out and I find myself running into invisible tails at odd moments. [When about to tickle some ribs, for example.]
I know, I know, but I am worthless and weak. Also, I found a lot of things I didn't like in the first version I released and have been steadily working on an update. But of course, it's fiddling work and taking a good bit of time. I think I'm close to something I want to release as a second version though.
i put couple screenshot up awhile back. just look under the "user" tab. this is still my fave skeleton! good to hear that you're working on a new version. may i plead that you'll make a version that at least supports dual daggers on small of back. that's my weakness lol.
Version 1.8 - New setup form for NMM - Balancing the skeleton scaling (head to toe) to reduce any issue with vanilla animations (both male and female) - Adjusting back shield position (female) - Add support for 1st person skeleton "Joy of Perspective" Mod
39 comments
while some weapons were at that severe 45 degree angle at certain times in human history, mostly for ceremonial purposes.. more often than not, they were closer to vertically mounted against the leg, with a drawstring 2/3 down the sheath, to secure it in place, wrapped around the leg.
maybe a good comprimise is 20-30 degrees instead of 45?AFK channel remains the Default channel.
As far as MCM menus, etc., the node the weapon appears on, as far as I know, is mod dependent for some things, and node name dependent for others. So MCM menus to put weapons on particular nodes would mean nif code to dynamically rename nodes, then resetting the PC so the game would re-read the skeleton, as well as repositioning the nodes for the various mods the skeleton supports. If you'd like to use this skeleton as a starting point for a project like that, you have my blessings. I use dual-sheath redux, and that's it. I honestly don't care about the rest, and I'm not interested in trying to make this mod popular. It's something I use, and so I wanted to share it with others to maybe save someone the hassle of repositioning the weapons. That's really all it's for. But should I ever get around to learning the nif code, which I need to do for another project I have in mind, then something like what you suggest could make an interesting learning experience. So who knows?
I really do appreciate your work though, and I hope my post wasn't in any way derogatory to your effort, and the fact that you shared your work with us. Thanks again.
But you know, I just had an idea, though this would be best implemented as part of DSR... what if there was a node called sword_back and sword_back_left. Same for daggers. Then via the MCM menu, you pick whether you want your sword/dagger to use the normal hip node, or the back node? For someone that knows coding MCM menus and the rest, it should be child's play. Then you'd just need to copy the sword and dagger nodes to the new names and position them. Hmmm... someone want to go bug Neovalen about adding that?
What I wish is that there was a "katana" node that would only be used by katanas. Then my ninja-type characters would look better. But seeing some goombah's imperial sword on the back just ruins the whole game for me, so I just leave everything on the hips.
Making a 'beast' skeleton should be easy if you know how to use 'nifSkope'. Open a 'beast' skelie and drag the window to the edge of the screen so that it 'snaps' to fit into half the screen. Open the edited 'normal' skelie and drag it to the opposite side. Highlight part of the tail on the 'beast' skelie so that the list on the left opens and you can select the base of the tail. Copy the tails' 'tree', click on the root of the other skelie and find the pelvis root. Remember the name of the 'root' where you copied the tail.[Should say 'Pelvis... something] and paste the tail there. If it does not look right, reload the normal skelie and try again. If it does look right, save as skeleton_beast_new.nif, rename the original by adding _bak after beast and erase _new from the new file and give it a try.
If I remember right, xp32's skelie all have tails. If the 'normal' has a tail save it as skeleton_beast. I erase the tail on the 'normal' skelie because it sticks straight out and I find myself running into invisible tails at odd moments. [When about to tickle some ribs, for example.]
this is still my fave skeleton! good to hear that you're working on a new version. may i plead that you'll make a version that at least supports dual daggers on small of back. that's my weakness lol.
Version 1.8
- New setup form for NMM
- Balancing the skeleton scaling (head to toe) to reduce any issue with vanilla animations (both male and female)
- Adjusting back shield position (female)
- Add support for 1st person skeleton "Joy of Perspective" Mod