For everyone: feel free to mix the optionals and the main mod meshes individually to adjust according to your tastes: if you want a silver bec-de-corbin to run with a gigantic glass hammer, a single-headed ebony battleaxe and a double-headed dwarven battleaxe, and vanilla steel stuff all running together, well, do your own combination of "realism"+fantasy, or simply get rid of the very vanilla model that particularly irritated you for the past decades while the rest of vanilla seemed ok for you. The choice of no .esp allows a very modular set up because we all see things different at some point of course.
I for myself will try to cover most suggestions, both realistic or high pitch fantasy, the only limitation being my skills and tools to mess arround with 3D and texturing.
Great idea! Though I wish you used the "bec de corbin" design on more of the war hammers, because some of the resized war hammers look a little bit like croquet mallets. I think its a combination of the way the characters hold their weapons in Oblivion, and the length of the shaft. If the bottom of the shafts on the war hammers were longer, and the heads a little longer and pointier, they wouldn't give off croquet mallet vibes. You'd probably want the points on the bec de corbin design to be longer too.
Hi there! Totally agree with your point. This may be a future optional update whenever I'll be back playing/modding Oblivion. Altough my idea wasn't to make a strictly realistic mod but a compromise between "more realistic feel" and "flashy oblivion fantasy design". But I keep your idea like many others, as it is fun to mess with editors/modding, and for the players, the more options to fit their tastes, the better it is. Bye!
Thanks so much for this excellent mod, great work :)
I've made a quick and dirty patch as I use darker glass and certain parts of you modified glass weapons were the original vanilla glass which really stood out. I basically replaced the vanilla glass textures with the darker glass from OUT.
Very quick and dirty patch, far from perfect but matches nicer than radioactive vanilla glass
Issues: - glass reflection not the same as rest of weapon glass - if you look closely there is a visible seam on the retextured shafts
I'm glad you enjoy this mod, feel free to adjust it the way you like, and to publish your work so others can enjoy it too.
As a matter of fact, I'd be very happy if some modder(s) with more skills than I could go for a more polished version of it, and especially some textures that deserve a better threat.
I can't tell you when I'll be back to Oblivion, but this won't be a difficult optional patch to make for me.
If you look closely, actually most of my mace models are longer than vanilla, while being smaller in diameter. Most vanilla maces were in fact shorter than their own collision boxes, and I tried to find an issue by two means:
-While scaling down their heads, I pushed them forward until it reached the far edge of that collision box. -Also, I moved the "player's grip" further away from the head, so it does not feel that you are holding carefully a giant melting ice cream anymore.
Which means that my versions are a bit longer than vanilla ones, having less of that ''invisible reach'' feel when you are knocking things and/or people, while not having to stretch their meshes to the point it looks,well, stretched too much, or falling in the opposite exageration, replacing 'too big heads with too short shafts' by the contrary.
So I came to that compromise to keep their aestethics closer to actual maces while not feeling too bad with vanilla gameplay.
I do agree with you that there is a problem with maces having the same reach than longsword though! My opinion is that it would be better to reduce their reach with TESCS, but then, you are going for an endless game of adjustments and tweaks, that would need you to do the same for every overhaul mod / weapon packs you may want to add that were designed to keep vanilla gameplay balance, as my mod does for the sake of being generic and compatible with most of them.
Hi there! I wasn't aware of that mod, but I definetly should give it an eye. As for some other non vanilla weapon packs, like the ones used in Mascar Overhaul, I'd like to make ''complements'' to my mod for them to work together well in terms of weapon scales. I may be back playing/modding TES soon when I have more time for it, and also if I have permission from those authors of course. Cheers!
Howdy! I was just wondering if there's any way to set the handle on the Glass Warhammer back to its vanilla textures without breaking it. I really prefer the shape of these models but I also use darker glass textures. Thanks for the great work! Edit: Or a version that just decreases the size of the heads/blades of the weapons without the handles?
Hi there! Unfortunatly, some vanilla meshes are formed of multiple parts you can resize separately, like handle and head, whereas others are a single piece that won't allow this, so I had to ''cheat'' by reducing the whole thing, and then pasting a separate handle from a multiple parts mesh. Then I had to tweak a bit the texture. I am aware that this is not top of the art since it would desserve better tools and knowledges for both meshes and textures so you could have a proper design, instead of my amateurish approach, but this is the only best I can offer. Let's hope some real 2D/3D artist will come someday with a far more polished mod adressing that same topic then! Cheers
DId you try "autoupdate on exit" tick box with your OMM archiveinvalidation? I know I had to do this regularly in order to make non BSA contents I'm messing with to show up properly ingame.
Wonderful mod. Maintains the character of TES while stripping away some of the silly LARP nonsense from its weaponry, which is something that should have been done by the original developers and it's amazing that it took 16 years for a mod to finally come around that does it. They all look great. I can't praise this enough.
80 comments
bec-de-corbin to run with a gigantic glass hammer, a single-headed ebony battleaxe and a double-headed dwarven battleaxe, and vanilla steel stuff all running together, well, do your own combination of "realism"+fantasy, or simply get rid of the very vanilla model that particularly irritated you for the past decades while the rest of vanilla seemed ok for you. The choice of no .esp allows a very modular set up because we all see things different at some point of course.
I for myself will try to cover most suggestions, both realistic or high pitch fantasy, the only limitation being my skills and tools to mess arround with 3D and texturing.
Cheers! :)
You'd probably want the points on the bec de corbin design to be longer too.
Altough my idea wasn't to make a strictly realistic mod but a compromise between "more realistic feel" and "flashy oblivion fantasy design".
But I keep your idea like many others, as it is fun to mess with editors/modding, and for the players, the more options to fit their tastes, the better it is.
Bye!
Thanks so much for this excellent mod, great work :)
I've made a quick and dirty patch as I use darker glass and certain parts of you modified glass weapons were the original vanilla glass which really stood out. I basically replaced the vanilla glass textures with the darker glass from OUT.
Very quick and dirty patch, far from perfect but matches nicer than radioactive vanilla glass
Issues:
- glass reflection not the same as rest of weapon glass
- if you look closely there is a visible seam on the retextured shafts
I made this for personal use but thought I'd upload it here if it's of use to anyone Remodel of Vanilla blunt weaponry - dark glass patch
I'll immediately take this down if you are unhappy with this.
Kind regards, Straub666
I'm glad you enjoy this mod, feel free to adjust it the way you like, and to publish your work so others can enjoy it too.
As a matter of fact, I'd be very happy if some modder(s) with more skills than I could go for a more polished version of it, and especially some textures that deserve a better threat.
Cheers!
Ryder7
I can't tell you when I'll be back to Oblivion, but this won't be a difficult optional patch to make for me.
If you look closely, actually most of my mace models are longer than vanilla, while being smaller in diameter.
Most vanilla maces were in fact shorter than their own collision boxes, and I tried to find an issue by two means:
-While scaling down their heads, I pushed them forward until it reached the far edge of that collision box.
-Also, I moved the "player's grip" further away from the head, so it does not feel that you are holding carefully a giant melting ice cream anymore.
Which means that my versions are a bit longer than vanilla ones, having less of that ''invisible reach'' feel when you are knocking things and/or people, while not having to stretch their meshes to the point it looks,well, stretched too much, or falling in the opposite exageration, replacing 'too big heads with too short shafts' by the contrary.
So I came to that compromise to keep their aestethics closer to actual maces while not feeling too bad with vanilla gameplay.
I do agree with you that there is a problem with maces having the same reach than longsword though! My opinion is that it would be better to reduce their reach with TESCS, but then, you are going for an endless game of adjustments and tweaks, that would need you to do the same for every overhaul mod / weapon packs you may want to add that were designed to keep vanilla gameplay balance, as my mod does for the sake of being generic and compatible with most of them.
Cheers!
I wasn't aware of that mod, but I definetly should give it an eye.
As for some other non vanilla weapon packs, like the ones used in Mascar Overhaul, I'd like to make ''complements'' to my mod for them to work together well in terms of weapon scales. I may be back playing/modding TES soon when I have more time for it, and also if I have permission from those authors of course.
Cheers!
Edit: Or a version that just decreases the size of the heads/blades of the weapons without the handles?
Cheers