Skyrim

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Ideas for improvement. (10 comments)

  1. cskriffin
    cskriffin
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    Add support for the new nodes used by AllGUD (basically duplicated WeaponX nodes to fix the invisible weapons bug that AGU suffered from)
  2. theguy1018
    theguy1018
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    when is this going to be updated to SSE cause theres hdt for it now
    1. NarakuITA
      NarakuITA
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      I add myself. When it will be possible?
  3. bowie61
    bowie61
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    I think the option to clamp the physics of one weapon to another would be a good thing.

    In my case just clamping the physics of my bow to my quiver would make sense (A bow with a small quiver attached to it, like modern hunting bows would be a perfect solution) yet I digress.

    My build uses dragon wings and flying mod and the way I have the location of my bow and quiver, it is to not only make them accessible given the wings structure and function, but to appear as if they are clamped together and the bow unclips from the quiver when drawn.

    When running the two jiggling about independently makes no sense, dampening immersion. Example would be If I clamp bow to quiver the quiver dictates the jiggling, if I clamp it to bow then the bow dictates the jiggle (Physics)

    Im talking only about the movement of course, not placement.

    It's a great mod at any rate, and this is one thought I have on it.

    Thanks for your hard work
    1. jacques00art
      jacques00art
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      Though conceptually this seems like a very simple feature to add (although tedious given all the options), it may be unnecessarily difficult on a technical level.

      Because the two elements are attached to their own physics, they can move independently from one another, enabling any various forms of customization, at least with the "personalized" and "well fitted" variants. If I do add a clamping feature, it won't be something easily controlled by the MCM options and would have to be an alternate .xml where one or the other is constrained by the counterpart. If you want to add clamping to more than just the bow and quiver, it will get more complex from there as well.

      I can't promise or guarantee I'll have something for this, but if you want me to build just one kind of variant, which weapon sling would that be for? I'll need to know the weapon sling type, the alternate position being used (if at all), and the movement type. Any reference screenshots of how you want it to look might help too. With that information, I might be able to tailor something to exemplify clamping, though I'm doubtful I can have a system implemented for that as part of this mod.

      -----

      Also, if you want the quiver object to be attached to the bow object at all times and not have its own physics, you'll probably be better off with a mesh replacer pack for all bow and arrow quiver meshes where the quivers are replaced with ones that have their Prn or AttachT node connected to another node other than "QUIVER", maybe something like "NPC BowQuiver"; and the "NPC BowQuiver" is added to all the bow mesh assets, oriented and angled to what looks best. With that, in-game, every time a bow is equipped, the quiver will attach to the bow itself. This might need a mod to unequip or hide quivers when the bow is attached though, so I'm not sure what will happen when the bow is unequipped (it'll probably appear on the floor between the feet or something). This is all hypothetical of course, so I won't really know for sure if this method works until I try it.
    2. bowie61
      bowie61
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      Ah it's more of an idea than a request, if it would have to be done on a person by person basis(per se), it really isn't a good idea for the mod as a package, at least to my mind.

      I tend to brainstorm things that once delved in to, aren't practical.
    3. bowie61
      bowie61
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      About the bow and quiver attach at all times, perhaps that's the route I'll look in to.

      I thought years ago someone made a hunting compound bow mod that had a hunting quiver as part of the bow. They hold about 5 arrows in RL, and this one was like that, but I can't find it, probably a different game.

      Hey thanks for your response, I love this Mod, it really is helping bring my Immersion to the next level.

      Have a wonderful day .
  4. ArmoredTroll
    ArmoredTroll
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    1. Sheaths should be invisible in the inventory screen. That way we don't end up accidentally looting them from bandits, falmer, and draugr.
    2. They should be weightless as the vanilla sheath is weightless.
    1. jacques00art
      jacques00art
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      1. Do you want them to be invisible only for the NPCs, or would you rather I make an MCM toggle to turn on and off the item's visibility?

      2. I left the weight in there for immersion purposes, but if I can change it, I think I can make it toggle/slider feature in the MCM as well.

      Sorry for the late response, I didn't notice this topic here before.
    2. jacques00art
      jacques00art
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      Okay, manipulation of these properties can be done on the MCM of v0.3a+.

      Hope this helps!