No I will not make patches between this mods and other mods editing Zephyr. If you end up with two mods conflicting, follow the instructions in the readme on how to fix it via Tes5Edit, its an easy fix everyone can do themselves. Let me know if anything in the instructions is unclear.
Love this, but I would argue that the "compound" version of jet4571's Dwarven Bows might make more sense for Zephyr, as it is supposed to be able to shoot quickly. I'm not 100% that's accurate real-world (I'm not really a bow hunter) but I *think* it would be faster to draw a compound than a recurve. It would also give the Zephyr a more unique look to set it apart from other dwarven bows. Just my two cents. Either way, great idea!
I use this esp but mesh and textures from a different mod, it's perfect. this is the simple, no-frills "make the world a little less boring" mod i needed.
Also, I know I can always replace the nif files with the "scope bow" version by Outlaw666, but I really like the touch you did on the bow's limb and I really wanted to keep that PLUS a scope. This is probably my favorite remodel of any vanila bows.
The scoped bows version in the download has the thinner limbs mesh from my mod, and the scope, and that file requires the scoped bows mods. If you want a scope without that mod, the optional file needs to go in the same location that the main file is.
I had both yours and Scoped Bow Mods, and I'm using LOOT as mod organizer. I replaced the nif files from the main files to optional file and it works. I guess its the load order that got messed up, my bad
No Scope, I've make sure the nif file from the Optional Download is in the correct folder (SteamLibrary\steamapps\common\Skyrim\Data\meshes\weapons\scoped bows\dwarven\zephyr), and still no scope. The texture of the scope is there though
Thanks for telling me. I can confirm this is an issue but unfortunately there is nothing I can do about it. Weapon racks are notoriously buggy in skyrim, and if you aren't using the unofficial Skyrim patch and try and use a weapon rack with Zephyr you may lose it entirely. This is a known issue with a lot of things, particularly custom bows, but I can't find any fix that may be able to resolve the issue. I strongly suggest using either Jaxonz Positioner or Cobb Positioner to display your weapons instead as they are both much more stable then the vanilla system, even for vanilla weapons let alone modded ones.
You might have to create a 1st person version static mesh, since a single vanilla bow has two copies of itself, one as a weapon and another as a static model used when, say, it's set into a rack.
When Nazenn update modifications and still will not work for you, it means that you have something to mess in your game. Most likely the script on weapon racks.
@Nazenn I sent you PM with the link to improved working mesh.
So that's all it takes - a separate static 1st person mesh? That's amazing, seeing as many Vanilla bows don't have one. They only have one "....skinned" mesh.
EDIT: but the new fixed version still has only one mesh. I'm very confusing.
You don't need a static mesh for the display item, that's just how Bethesda did it for some of their weapons, you can just use the same mesh for both, it just had to be set up properly to accommodate for that which I didn't know how to do myself, and didn't have the time or focus to learn in among all the other stuff I was doing, because of how buggy that system is.
I see. Maybe insaneplumber would be so kind as to tell us exactly how/what he did, because I have this problem with many items, even Vanilla ones. TIA!
Exactly, truth is that there is no need at all for static meshes to display them properly on the weapon rack. Beth did it probably because of the console. Kind of optimization that does not make sense on the PC. Because all "1stPerson****" meshes have more polygons.
In Fallout 3 and NV was worse all meshes have separate textures in lower resolution for no "1stPerson****" Meshes.
You're wrong InsanePlumber.
Are you sure, see yourself on such modifications as Better Shaped Weapons. Both meshes are the same (the number of polygons), and everything works great. Could be only one Mesh but it requires editing records (plugin) which introduces additional problems in the form of incompatibility with many modifications.
Nazenn I hope you do not get angry at me for this rant. :p
Yeah well maybe I do have a problem with reading... because what I read in this post does not not answer my question about what it takes to make a model show up properly on a weapons rack. But I know I'm not the sharpest tool in the shed so that's okay.
At any rate, I'm looking forward to your nifSkope tutorial. Where will you be publishing it? Here on the Nexus?
@Hallodria Writing that the answer is in the post to which I gave the link, I mean that everything will be in the guide for 3ds Max and NifSkope. As I do not know the method which allows to fix mesh with just NifSkope (disappearance of the object on the weapon rack), so 3ds Max and NIF plugin will also be required.
"Where will you be publishing it? Here on the Nexus" I have not decided, but I'll let you know on the PM.
Yeah, a good friend of mine (modder since Oblivion) is trying to talk me into getting 3Dsmax all the time, lol. But I need to get out more, you know, as opposed to spending even more time in front of the computer...
No problem, I always enjoy reading a good rant. Even for console though, it still makes no sense as most of their time, their models aren't well optimized anyway, or they over optimize them leading to a poor quality mesh. Its just one of those things that Bethesda does I've decided, no logic can be applied XD
63 comments
If you end up with two mods conflicting, follow the instructions in the readme on how to fix it via Tes5Edit, its an easy fix everyone can do themselves.
Let me know if anything in the instructions is unclear.
Not any more.
When Nazenn update modifications and still will not work for you, it means that you have something to mess in your game.
Most likely the script on weapon racks.
@Nazenn
I sent you PM with the link to improved working mesh.
Congratulations HotFile!
Hawe Fun.
Insane
But without NifSkope I would not be able to "glue it" together.
EDIT: but the new fixed version still has only one mesh. I'm very confusing.
Nice.
Exactly, truth is that there is no need at all for static meshes to display them properly on the weapon rack.
Beth did it probably because of the console.
Kind of optimization that does not make sense on the PC.
Because all "1stPerson****" meshes have more polygons.
In Fallout 3 and NV was worse all meshes have separate textures in lower resolution for no "1stPerson****" Meshes.
You're wrong InsanePlumber.
Are you sure, see yourself on such modifications as Better Shaped Weapons.
Both meshes are the same (the number of polygons), and everything works great.
Could be only one Mesh but it requires editing records (plugin) which introduces additional problems in the form of incompatibility with many modifications.
Nazenn I hope you do not get angry at me for this rant. :p
@Hallodria
Read what I wrote after the letters "EDIT" in this post.
Apparently, people in modern times have problems with reading.
And more and more understanding of what they read.
(Nothing personal, I mean generally)
At any rate, I'm looking forward to your nifSkope tutorial. Where will you be publishing it? Here on the Nexus?
Writing that the answer is in the post to which I gave the link, I mean that everything will be in the guide for 3ds Max and NifSkope.
As I do not know the method which allows to fix mesh with just NifSkope (disappearance of the object on the weapon rack), so 3ds Max and NIF plugin will also be required.
"Where will you be publishing it? Here on the Nexus"
I have not decided, but I'll let you know on the PM.
But I need to get out more, you know, as opposed to spending even more time in front of the computer...
Even for console though, it still makes no sense as most of their time, their models aren't well optimized anyway, or they over optimize them leading to a poor quality mesh. Its just one of those things that Bethesda does I've decided, no logic can be applied XD