Hi and thanks to everyone who tried (and hopefully liked) this mod.
If there are mesh editor/creators that are able to place the pistols on the hip or back, be my guest! I always thought it would be great if I can get showing like "daggers behind back", yet regrettably they are based on a staff, so changes may affect ALL staffs in the game. Weirdness will follow.
I have just added some dedicated new animations to the firing action, yet welcome any gifted animator to improve this. Some animations unfortunately cause conflicts with the positioning.
Please feel free to use the mod in your own game or mod, and just give credit where it is due if using the mod.
Have a look at my new mod "Ordo Legionilis (Muskets of the Imperial Legion)" which adds musket rifles to the world of Skyrim. Different mechanics, but meant as an add on to this mod.
Currently testing my "Age of Discovery" mod, which aims to change the time during which the story takes place to the golden age of piracy, age of discovery, late renaissance time. Mainly focusing on armor and clothing looking like like that of Greedfall, Assassin's Creed (Black Flag, Unity, Syndicate), The Witcher 2/3, etc. Not the buildings (beyond my level).
Keep safe Dovakiin, and remember, an Adventurer's Pistol will keep you safer when travelling dangerous lands!
OK, so there is now a specific animation attached to the pistols, which looks much better than the crouching vanilla animation.
Dovahkiin, have a look at the little video I made to demonstrate sound, effects, models. Not great quality, but it should give you a good idea of what these pistols look and sound like.
FAQ: So, there are two parts to the mod: 1. MAIN .esp + BSA files (2) - this contains the basic things, with crafting recipes. No distribution. 2. OPTIONAL "Overhaul" files - 2 versions. These place the weapons in specific places and with specific NPC you should encounter during the main quest(s) including DLC.
PLEASE NOTE: I am no longer maintaining or updating this mod. Have fun, feel free to make your desired changes using the CK or XEdit
anyone can help with invisible pistol model on 3rd person? it's visible on 1st person, and I can shoot just fine in both 1st and 3rd person view, just that the 3rd person view has no model in my hand.
EDIT: Apparently all my staves are invisible, so not this mod's fault. but if anyone know about this issue please lmk
Not a modder, so my question my seem silly, but, hear me out. Is there a way to change the weapon slot type to "Dagger" so that you can use the Dagger positioning of XPMSE?
nah, it will make it a melee weapon, maybe a minor power to switch between the pistol and a reverse grip dagger version for that historically accurate pistol whipping action!
technically it should be enough to change the nistring extra data in the nif to something else, eg "WeaponSword" (actually it is "shield", so it should not affect the use as a weapon). I changed it as mentioned above but this didn't work. If somebody has a solution for that, i would be very gratefull to.
It is a really nice mod but putting the pistols on back annoys me ;-?
For those having problems especially with trying to get the animations to work, there's some issues with the implementation of the DAR animations. I dunno if it worked at all for DAR, but it doesn't for OAR at least. I think it may not work with DAR either. Here's the list of what I've noticed:
1. The DAR files are packed into a BSA. By default, Skyrim will not unpack those on game load because Skyrim doesn't know what they are, so OAR doesn't see those files. It's easy to see that they don't load if you check OAR.
2. The conditions listed in the DAR files are looking for AdventurerFlintlockPack.esm, when the actual file is an .esp file. Simply changing the text in each of the relevant lines to look for AdventurerFlintlockPack.esp allows the animation system to recognize it properly.
3. It only works for left hand. If you equip it in your right hand it'll use whatever staff animation you're using. And for the most part it doesn't work if you have any other staff animation mod, which you probably do since you're using DAR/OAR lol, as staff animation mods tend to take into account if you've got a weapon or whatever in your right hand and the staff in the left.
It's too bad because I remember really liking this mod back in the day even with the scuffed animation. But it looks pretty out of place now and feels like a chore to set up properly.
Since the mod author is no longer maintaining this, maybe somebody who knows what they're doing can fix it up eventually.
I can't fix the right hand animations thing and that ultimately made me give up on this mod.
Here's what I know how to do at least:
Use Bethesda Archive Extractor (yes it works with Skyrim and all other Bethesda games so far) to open and extract the DAR files into some folder. You can copy it directly into your Data folder if you want (just follow the folder structure), but if you know what you're doing you may want to make it into a minimod so that you can easily uninstall it. It's harmless and should be fine if you don't uninstall it and just leave it in your Data folder tho.
As I mentioned there's some issues with it. You need to edit the conditions either in-game using OAR's UI, or edit the conditions files directly to replace text "AdventurerFlintlockPack.esm" with "AdventurerFlintlockPack.esp" in any files that you see it in.
As for the right hand animations, I have no idea how to do that. You're gonna need an animator for it. There just aren't any animations included for right hand.
I have done everything even with editor to change it to left hand and i can't. in my hotkeys it changes it in my right hand with melee weapon only. Sad, i wanted it to be able to change the left hand spell...
I love this mod but playing it on VR and aiming is just weird. I have to point the pistol down for the projectile to get straight forward compared to if I were to look down the barrel it will fly upwards in the sky. Still a great mod though!
292 comments
If there are mesh editor/creators that are able to place the pistols on the hip or back, be my guest! I always thought it would be great if I can get showing like "daggers behind back", yet regrettably they are based on a staff, so changes may affect ALL staffs in the game. Weirdness will follow.
I have just added some dedicated new animations to the firing action, yet welcome any gifted animator to improve this. Some animations unfortunately cause conflicts with the positioning.
Please feel free to use the mod in your own game or mod, and just give credit where it is due if using the mod.
Have a look at my new mod "Ordo Legionilis (Muskets of the Imperial Legion)" which adds musket rifles to the world of Skyrim. Different mechanics, but meant as an add on to this mod.
Currently testing my "Age of Discovery" mod, which aims to change the time during which the story takes place to the golden age of piracy, age of discovery, late renaissance time. Mainly focusing on armor and clothing looking like like that of Greedfall, Assassin's Creed (Black Flag, Unity, Syndicate), The Witcher 2/3, etc. Not the buildings (beyond my level).
Keep safe Dovakiin, and remember, an Adventurer's Pistol will keep you safer when travelling dangerous lands!
OK, so there is now a specific animation attached to the pistols, which looks much better than the crouching vanilla animation.
Dovahkiin, have a look at the little video I made to demonstrate sound, effects, models. Not great quality, but it should give you a good idea of what these pistols look and sound like.
FAQ:
So, there are two parts to the mod:
1. MAIN .esp + BSA files (2) - this contains the basic things, with crafting recipes. No distribution.
2. OPTIONAL "Overhaul" files - 2 versions. These place the weapons in specific places and with specific NPC you should encounter during the main quest(s) including DLC.
PLEASE NOTE: I am no longer maintaining or updating this mod. Have fun, feel free to make your desired changes using the CK or XEdit
cus if you don't need to patch this with other level list mods, you should prob advertise that.
EDIT:
Apparently all my staves are invisible, so not this mod's fault. but if anyone know about this issue please lmk
I changed it as mentioned above but this didn't work.
If somebody has a solution for that, i would be very gratefull to.
It is a really nice mod but putting the pistols on back annoys me ;-?
1. The DAR files are packed into a BSA. By default, Skyrim will not unpack those on game load because Skyrim doesn't know what they are, so OAR doesn't see those files. It's easy to see that they don't load if you check OAR.
2. The conditions listed in the DAR files are looking for AdventurerFlintlockPack.esm, when the actual file is an .esp file. Simply changing the text in each of the relevant lines to look for AdventurerFlintlockPack.esp allows the animation system to recognize it properly.
3. It only works for left hand. If you equip it in your right hand it'll use whatever staff animation you're using. And for the most part it doesn't work if you have any other staff animation mod, which you probably do since you're using DAR/OAR lol, as staff animation mods tend to take into account if you've got a weapon or whatever in your right hand and the staff in the left.
It's too bad because I remember really liking this mod back in the day even with the scuffed animation. But it looks pretty out of place now and feels like a chore to set up properly.
Since the mod author is no longer maintaining this, maybe somebody who knows what they're doing can fix it up eventually.
Here's what I know how to do at least:
Use Bethesda Archive Extractor (yes it works with Skyrim and all other Bethesda games so far) to open and extract the DAR files into some folder. You can copy it directly into your Data folder if you want (just follow the folder structure), but if you know what you're doing you may want to make it into a minimod so that you can easily uninstall it. It's harmless and should be fine if you don't uninstall it and just leave it in your Data folder tho.
As I mentioned there's some issues with it. You need to edit the conditions either in-game using OAR's UI, or edit the conditions files directly to replace text "AdventurerFlintlockPack.esm" with "AdventurerFlintlockPack.esp" in any files that you see it in.
As for the right hand animations, I have no idea how to do that. You're gonna need an animator for it. There just aren't any animations included for right hand.