Weapon sheathing

Everything about development and the OpenMW source code.
User avatar
akortunov
Posts: 643
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Weapon sheathing

Post by akortunov » 24 Nov 2018, 19:35


User avatar
akortunov
Posts: 643
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Weapon sheathing

Post by akortunov » 27 Aug 2019, 08:12

I suggest to return to discussion about shields holstering:
1. Can we use it, despite even later TES titles do not have it?
2. If we can, what to do with pseudo-shields (e.g. items from Hold It! and Animated Morrowind).
A current approach is to declare bodyparts for such items as a Clothing instead of Armor, which requires to patch such mods.

A pull request: https://github.com/OpenMW/openmw/pull/2047

User avatar
Amenophis
Posts: 267
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

Re: Weapon sheathing

Post by Amenophis » 27 Aug 2019, 11:48

1. To have a feature that works similar but better than MWSE does is a must.
2. I think that a toggle option can satisfy the gamers that want to play with "Hold It!".
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

User avatar
faerietree
Posts: 13
Joined: 14 Aug 2018, 19:33
Contact:

Re: Weapon sheathing

Post by faerietree » 29 Sep 2019, 09:32

@akortunov: Excellent PR. Voting pro patching mods. Other opinions?

User avatar
Jemolk
Posts: 194
Joined: 20 Mar 2017, 02:12
Location: Sadrith Mora

Re: Weapon sheathing

Post by Jemolk » 30 Sep 2019, 23:31

This is excellent. Shields, though. I'd like to see this implemented for them, but there are good points you raise about the problems. For my two cents -- since weapon sheathing has to be manually turned on anyway, we can simply include shields and make using both at once require patching the mods that add non-shield "shields." It's not like using multiple mods together doesn't regularly require patching as-is, so declaring the parts as clothing seems a perfectly reasonable solution. It also doesn't require any extra tools to do this, whereas an extra model would.

We could also add an extra setting for shields to deal with them separately. Weapon sheathing can then be 'on' and shield holstering 'off.' This would allow at least partial compatibility out of the box, and we could go for a more complex means of preventing shield holstering for particular shields even when it's on such as the _sh model without node method, or, post-1.0, when we can expand .omwaddon format, add a further "no holstering" option to individual shields in the editor. I think long-term this would be desirable anyway, particularly for when we expand to being able to support Oblivion and Skyrim files. The question is whether we should do it now, or whether this would be jumping the gun. Waiting may be desirable, if only because the best implementation of non-holstering shields would involve expanding the .omwaddon file format and breaking its compatibility with Morrowind.exe.

User avatar
akortunov
Posts: 643
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Weapon sheathing

Post by akortunov » 01 Oct 2019, 12:03

Jemolk wrote:
30 Sep 2019, 23:31
I think long-term this would be desirable anyway, particularly for when we expand to being able to support Oblivion and Skyrim files.
There is nothing to do with Oblivion and Skyrim here since they have no shields holstering out of box as well.
Jemolk wrote:
30 Sep 2019, 23:31
We could also add an extra setting for shields to deal with them separately. Weapon sheathing can then be 'on' and shield holstering 'off.'
I already use this approach.

User avatar
Jemolk
Posts: 194
Joined: 20 Mar 2017, 02:12
Location: Sadrith Mora

Re: Weapon sheathing

Post by Jemolk » 03 Oct 2019, 03:13

akortunov wrote:
01 Oct 2019, 12:03
Jemolk wrote:
30 Sep 2019, 23:31
I think long-term this would be desirable anyway, particularly for when we expand to being able to support Oblivion and Skyrim files.
There is nothing to do with Oblivion and Skyrim here since they have no shields holstering out of box as well.
That's the point. They have weapon sheathing but no shield holstering, so decoupling the two seems like a good idea because then some of the implementation should be reusable. Unless it has to be totally rewritten by then or for those to work, of course.
akortunov wrote:
01 Oct 2019, 12:03
Jemolk wrote:
30 Sep 2019, 23:31
We could also add an extra setting for shields to deal with them separately. Weapon sheathing can then be 'on' and shield holstering 'off.'
I already use this approach.
Was unaware. I will now go and look for that setting. Thanks.

Post Reply