Weapon sheathing

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NullCascade
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Re: Weapon sheathing

Post by NullCascade » 09 Oct 2018, 16:57

psi29a wrote:
09 Oct 2018, 16:18
Which took inspiration from the PR made by akortunov here: https://github.com/OpenMW/openmw/pull/1615 in February but labeled for post-1.0 inclusion. But it looks like it might get relabeled pre-1.0 and be MWSE compatible. ;)
This has been a mod that Greatness7 has wanted to make for years. It is not inspired by akortunov's fork, though he has worked with akortunov to help support OpenMW's version.
MWSE 2.x lead.

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psi29a
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Re: Weapon sheathing

Post by psi29a » 09 Oct 2018, 17:23

Thanks for the correction! Sorry G7, glad to see that there things can still be collaborated on. :)

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Amenophis
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Weapons for Beasts?

Post by Amenophis » 31 Oct 2018, 11:33

Only now that we are so near to have this feature mainlined, I finally realized that there are no pics with Beast Races.

Is that? Any chance of sheathed weapons for Beasts on a near future?
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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lysol
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Re: Weapon sheathing

Post by lysol » 31 Oct 2018, 11:34

I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?
Normal mapped texture replacers, exclusive for OpenMW:
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akortunov
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Re: Weapon sheathing

Post by akortunov » 31 Oct 2018, 11:49

lysol wrote:
31 Oct 2018, 11:34
I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?
1. Beast races and bipedal creatures use the xbase_anim_sh.nif too - we do not replace the whole skeleton, just inject some bones to existing one.
2. It seems the direct mentioning (by @ sign) does not work here.

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akortunov
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Re: Weapon sheathing

Post by akortunov » 31 Oct 2018, 12:02

Example of screenshot:
Image

Unfortunately, there is a clipping with tail for large two-handed weapons (two-handed swords, spears, staffs) when idle.
Probably someone will need to modify idle animations for beast races.

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lysol
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Re: Weapon sheathing

Post by lysol » 31 Oct 2018, 12:33

akortunov wrote:
31 Oct 2018, 11:49
2. It seems the direct mentioning (by @ sign) does not work here.
Yes, I know this actually. I just put the @-sign there to make it clear that I'm asking you and not just talking about you. Maybe a bit pointless, but whatever.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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AnyOldName3
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Re: Weapon sheathing

Post by AnyOldName3 » 31 Oct 2018, 13:27

It's accepted punctuation on other forums where it doesn't send an alert, so that's how I read it.
AnyOldName3, Master of Shadows

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Amenophis
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Re: Weapon sheathing

Post by Amenophis » 01 Nov 2018, 00:47

Spoiler: Show
Thank you. This is good news. Congratulations.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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akortunov
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Re: Weapon sheathing

Post by akortunov » 18 Nov 2018, 11:47

Finally I managed to get a working prototype of shields sheathing: https://github.com/akortunov/openmw/tre ... red_shield
A code is a mess yet - it needs a refectoring.
Shield equipping animations are supported too.
As for hold pseudo-shields from mods, for now this branch supports two possible ways to handle them:
1. Declare an _sh-model without "Bip01 Sheath" node.
2. Set a bodypart type to Clothing instead of Armor for such pseudo-shield.
But both approaches require to patch mod anyway.

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