Download the newest file / version + the shield version, then open it with a text editor. I used an online resource to compare the two files and see the line numbers more easily. Here is the site if you just want to merge the files and not manually type anything. Below line 348 add this: <attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Shield"/> <attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Shield"/>
good morning, i realize that the sheathing and attacking animations are all in one. My question is, is it possible to have scimitars on the hip BUT not touch animations at all. I realize that means my Drow will reach to his back to sheath/unsheath but i feel like that is a minor issue since you dont see the characters sheath often. I am just thinking outside the box to get the swords on the hip but keep slashing attack animations.
You can do it yourself. Just open the file, find the scimitar entry and change its WeaponType_OneHanded and WeaponType_TwoHanded values from Small1H to Slashing1H. I believe it's even possible to have dagger sheath/unsheath animations along with scimitar attack animations, but that'd require editing individual race/class animation sets, much more teduious work
open EquipmentTypes.lsx inside your Data folder (C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\Data\Public\Shared\EquipmentTypes) with your notepad
search for "HandCrossbow" and make the node look like this:
I like the idea, would have liked longswords on hip as well, no one ever in history wore longswords on their back, it's impossible to unsheathe your weapon that way, so having this longsword on my back feels entirely immersion breaking.
There's a slight bug in the longsword version. Your right hand longsword will be sheathed on the left hip, so if you have two weapons they'll end up on top of each other. To fix it, change line 235 of EquipmentTypes.lsx from <attribute id="BoneVersatileSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/> to <attribute id="BoneVersatileSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
228 comments
string 456 and 457
change
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Upper_L"/>
<attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_L_Hand"/>
to
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Upper_R"/>
<attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_R_Hand"/>
its about WarHammer.
There are plenty comments in that section - which can teach you - how to edit my mod for your own choice.
I made that comments sticky,
Edit: Did it myself, it's only two lines of text to add
I want shield + longsword
Download the newest file / version + the shield version, then open it with a text editor. I used an online resource to compare the two files and see the line numbers more easily. Here is the site if you just want to merge the files and not manually type anything. Below line 348 add this:
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Shield"/> <attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Shield"/>
thoughts?
I believe it's even possible to have dagger sheath/unsheath animations along with scimitar attack animations, but that'd require editing individual race/class animation sets, much more teduious work
search for "HandCrossbow" and make the node look like this:
<node id="EquipmentType">
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
<attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_R_Hand"/>
<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
<attribute id="BoneOffHandUnsheathed" type="FixedString" value="Dummy_L_Hand"/>
<attribute id="Name" type="FixedString" value="HandCrossbow"/>
<attribute id="SoundAttackType" type="FixedString" value="Crossbow"/>
<attribute id="SoundEquipmentType" type="FixedString" value="Crossbow"/>
<attribute id="SourceBoneSheathed" type="FixedString" value="Dummy_Sheath"/>
<attribute id="SourceBoneVersatileSheathed" type="FixedString" value="Dummy_Sheath"/>
<attribute id="UUID" type="guid" value="87fbc05b-c870-4bc1-95fb-56ea3fcb9e22"/>
<attribute id="WeaponType_OneHanded" type="FixedString" value="Crossbow1H"/>
<attribute id="WeaponType_TwoHanded" type="FixedString" value="Crossbow1H"/>
</node>
(the important thing is the end of these lines in the picture)
save
you now have 1hand crossbows on hip
<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>
turning the Dummy_Sheath bit into the part you want it to sheath at
sorry for my bad english, i am an asian.
<attribute id="BoneVersatileSheathed" type="FixedString" value="Dummy_Sheath_Hip_R"/>
to
<attribute id="BoneVersatileSheathed" type="FixedString" value="Dummy_Sheath_Hip_L"/>