"It would be nice to have SOME kind of readme. I know most people never read them, install a mod wrong, then blame the creator for making a bad mod. On the other hand, some of us like to know what to expect BEFORE we just drag-drop-guess.
How do you set the "dummy" weapon... How do you choose the "unsheathed" weapon... What if I want to change one or the other?
Sorry if this sounds like a rant. This mod could be the work-around I need to make a Lightsabre mod work the way it should and want to know what to expect."
I'm in the same boat as you. But something tells me that this is more of a resource than a full mod.. hence meaning that you would need to specify the weapons manually through scripting.
Aye, that it does. I just wanted to update you on my progress, I've begun making the scripts based on the ones you have given me. Shouldn't take me more than a day to have a test script up. Thank's again!
I just realized today, when someone asked for coding help in the forums, that this code can be used to display armor damage by switching to damaged armors based on the player's health.
I've done this myself using the "SetModelPath" function from OBSE. I knew it was possible to do without OBSE, but couldn't be arsed working out how. I figured most people should be using OBSE by now anyhow ">
Can you post a link to the forum thread that inspired you to write this?
I've seen scripts similar to this in other mods. An older one... a foreign one that was posted a few years back which has slipped my mind at the moment but thats where it began I believe, and Unnecessary Violence does the same trick using advanced scripting (probably with Obse, NifScript) and its still buggy (although not easily as buggy as the older mod). I hope this one does a better job!
hey sounds like it could be cool, but since there are no screen shots, nobody will be able to REALLY see what it is and therefore won't download it. Try uploading some pics
11 comments
"It would be nice to have SOME kind of readme. I know most people never read them, install a mod wrong, then blame the creator for making a bad mod. On the other hand, some of us like to know what to expect BEFORE we just drag-drop-guess.
How do you set the "dummy" weapon...
How do you choose the "unsheathed" weapon...
What if I want to change one or the other?
Sorry if this sounds like a rant. This mod could be the work-around I need to make a Lightsabre mod work the way it should and want to know what to expect."
I'm in the same boat as you. But something tells me that this is more of a resource than a full mod.. hence meaning that you would need to specify the weapons manually through scripting.
http://thenexusforums.com/index.php?showtopic=154200&st=0
I've done this myself using the "SetModelPath" function from OBSE. I knew it was possible to do without OBSE, but couldn't be arsed working out how. I figured most people should be using OBSE by now anyhow
Can you post a link to the forum thread that inspired you to write this?
Cheers.
You can see that in the mod's example weapons.
...and yes, oblivion looks that shitty on my computer.