Katars and hand weapons.

Post » Tue Jun 19, 2012 5:11 am

I'm making Katars and hand weapons for my mod Moar Kontent, but how do I make them use the hand to hand animations?

I can choose an animation set for my weapons, but when I have set "onehandeddagger" or "unarmed" it makes my weapons invisible in the right hand. I can see the weapon fine when it is in my left hand, but when the weapon is in my right hand it does not display.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Tue Jun 19, 2012 1:42 am

Katars... I love them... EDIT: BTW, DaMuncha, what is a normal detail level for weapons. I was thinking of making some and currently I've got one with 123 verts and 129 faces.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Tue Jun 19, 2012 3:24 am

For all my wepaons I've tried staying under 1000 polys. Though alot of stuff on the Nexus uses many thousands of polys for the weapons. While they do look great, having many of them on the scren at the same time will slow down your computer.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue Jun 19, 2012 9:19 am

Bump.
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Tue Jun 19, 2012 12:18 am

Bump.

I can choose an animation set for my weapons, but when I have set "onehandeddagger" or "unarmed" it makes my weapons invisible in the right hand. I can see the weapon fine when it is in my left hand, but when the weapon is in my right hand it does not display.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Tue Jun 19, 2012 5:53 am

... bump?
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Mon Jun 18, 2012 10:47 pm

*cough* bump *cough*
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Mon Jun 18, 2012 8:49 pm

the functionality for this kind of weapon was removed for skyrim (it is basically "Power Fist" or any unarmed weapon from fallout). why? i have absolutely no clue, even though it would make just as much sense to have unarmed weapons in this game as any FO game.


in any case, you will probably have to do this with a script.

i have a semi-working arm-blade that uses the same principle, and it uses a script to equip/unequip a pair of gauntlets when the weapon is equipped.

the weapon itself is invisible and it only exists to hold the stats/enchantments. the physical model of the weapon is the gauntlets, skinned to the proper bones on the hands/arms. my particular weapon goes over your existing gauntlets so i assigned it a separate dismember biped node so that it doesnt force unequip your existing gauntlets.

the script's logic is something along the lines of OnEquip player equipitem(armblade) and OnUnequip player removeitem(armblade)
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Tue Jun 19, 2012 1:47 am

I can use it as a weapon fine, i can set it to use the unarmed animations, but for some reason it only displays in the left hand. This is also the case with my daggers I have made. When I choose OneHandedDagger animations the daggers do not apear in the right hand.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Mon Jun 18, 2012 11:22 pm

it's physically impossible to do what you want to have happen without some form of scripting.

it would be easily possible in the GECK, but the CK has that functionality removed.
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Tue Jun 19, 2012 10:06 am

So why do my daggers go invisible?

Theres a weapon called "Katar Test" in my mod "Moar Kontent", and it proves that it works.

Anyway, I initialy asked about a script for it in the OP but I dont know how to script for it.

I'd be very grateful if someone was to script it for me.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Tue Jun 19, 2012 2:48 am

the weapon itself is physically functional, i know. but you cant get it to mount properly in the hands because the hand-to-hand melee animation does not have the proper weapon nodes set up.

you might be able to use a dedicated melee animation that you make yourself and replace the current hand to hand melee animation, but that would also break unarmed combat with no weapon equipped.


and like i said, if you want the weapon model to appear on the hands properly, it is physically impossible to do so as is with the CK. you need to script something to get it to work the way you describe
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Tue Jun 19, 2012 12:21 am

So whats the problem with the OneHandedDagger animations?
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Tue Jun 19, 2012 6:10 am

in order to use onehanddagger animations, you have to create your weapon as a dagger if you want both weapons to be visible in dual wield, or even just the right hand.


if you used nifskope and switched OBJ models for the custom weapon, try doing it for a weapon that is a dagger.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Tue Jun 19, 2012 1:31 am

Oh ok, I just used my sword nifs as a base for my daggers.

And for the Katar test I used a vanila dagger and just changed the animation set.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Tue Jun 19, 2012 8:36 am

in order to use onehanddagger animations, you have to create your weapon as a dagger if you want both weapons to be visible in dual wield, or even just the right hand.
if you used nifskope and switched OBJ models for the custom weapon, try doing it for a weapon that is a dagger.
Ok, I tried what you said and it didnt work. I used the vanilla Iron Dagger as a base and my dagger is still invisible when held in the right hand.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Mon Jun 18, 2012 11:33 pm

Bump.

Anyone got any ideas on how to fix the invisible right hand weapon?
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Mon Jun 18, 2012 8:39 pm

bump.
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Mon Jun 18, 2012 8:16 pm

As you can see, one remains holstered and the position in teh hand is a little off.

http://cloud.steampowered.com/ugc/469737224351921223/4B84C481FFF68897DF369089884500829467C945/

http://cloud.steampowered.com/ugc/469737224351923600/A57D33AEE73A8FF8F7BB16638F92DC859182C437/
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Tue Jun 19, 2012 5:28 am

like i said before, they only appear in both hands when you have a weapon based on a dagger and the anim type is one-hand dagger. you are using melee animations.

what you are trying to do is physically impossible without a script or redoing the melee animation (which in turn would break unarmed melee combat if you do)


proof:
http://i44.tinypic.com/x0nvrm.jpg

http://i44.tinypic.com/35mo1ao.jpg
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Tue Jun 19, 2012 1:33 am

And I told you that didnt work.

The daggers I have made wont get in the rgiht hand either. when I set OneHanded Dagger.

Ok, I tried what you said and it didnt work. I used the vanilla Iron Dagger as a base and my dagger is still invisible when held in the right hand.

So I assume both problems are linked.
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Tue Jun 19, 2012 5:19 am

your screenshots clearly show melee animations. you need to use dagger animations.

if you want to use melee animation, you have to use a script like i showed you in my screenshots
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Tue Jun 19, 2012 12:16 pm

Are those clothes or weapons?

Where can I get that script?
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Tue Jun 19, 2012 7:31 am

the blades are gauntlet meshes but the player can't equip or unequip them by themselves. they have to equip a weapon (which is actually invisible). the weapon has the script that forces the player to equip the gauntlets.

here is the code:

Event OnEquipped(Actor akActor)akActor.EquipItem(Armblade, true, true)endEventEvent OnUnequipped(Actor akActor)akActor.RemoveItem(Armblade, 1, true)endEvent

it doesn't work perfectly but its better than nothing
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Mon Jun 18, 2012 9:36 pm

Problem with maknig them armour is they arnt affected by perks, I'd hve to use the invisible wepaon as the weapon but i have no idea how to weight clothes for Skyrim. I'd rather keep them as weapons.

And Ive just tried using dagger animations again but again the 1 in the right hand is not there.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Next

Return to V - Skyrim