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Skyrim Se Weapon Positioning: Tips and Tricks for Adjusting Weapon Nodes with NifSkope



Designed for Armed to the Teeth, this mod moves the position of your one handed sword to one beside your two handed weapon so you have both together, at the same time in decent positions. Adds an additional Dagger position which places it on your right boot, where a dagger should be, depending on how you use it. Also contains optional vertical weap


Dahaka002011/EwokJedi/Mergweq, for Armed to the Teeth, the AttT skeleton and the tutorial video which got me onto this pathZeridian, for his AttT custom weapon mod featured and recommended in this readmeNing99, for the original Female SkeletondDefinder1, for the original Realistic Ragdolls and Force mod and skeletonHl84, for the original Well Placed Weapons and Quivers skeletonIsilmeriel, for his two LoTR blades featured in my screenshotsBethesda, for whatever needs crediting when it comes to BethesdaNockchaa, for the Quiver adjustment on his mod




Skyrim Se Weapon Positioning



For this guide, I will be focusing on three of the most popular game mods for skim: Skyward Swords, The Companions, and Tribunal. These mods add in tons of features and tweaks to the vanilla game that make them unique. One of these unique features is the inclusion of a weapon stance mod that allows you to change your weapon positioning on the fly. By using the appropriate stance mod, you can execute multiple different moves depending on the situation.


This skyrim weapon positioning feature is very helpful because it lets you keep your weapons ready at all times, instead of having to put them down, aim, and then draw your weapons again. The one thing to note about using a dual sheath plus or a dagger in conjunction with these two weapons is that they are generally more effective than just having a normal blade equipped. However, this depends on the type of weapon that you are using (a mace for example will be a lot more effective than a battle axe).


Q: Icons for BAS weapons disappeared!1!! Please fix???A: Make sure you have installed BaS patch from March 19th that you can download separately from google drive link on the BaS page. My addon is not compatible with BaS without this patch, and it also not included in main BaS archive from moddb. Blame Mich :^)


Q: Some position is broken/something not working. Please fix???A: Make sure you DID read Chapter 2: Installation and followed instructions. Also make sure you don't have any conflicting addons installed. It may be addons that change w_*.ltx files and/or weapon meshes. If none of that is the case, then please report the bug and describe what exactly is broken, on which weapon, and if it's vanilla/Blindside/AWAR/BaS gun.


So i tested it and don't laugh but.... yeah they are still borked for me lmao, don't worry it's just 3 weapons i'll manage but i'm kinda curious now what did i mess up, did i unzip the thing with the wrong program or something, i have no clue...


To be honest, at this point I have no idea myself. I'm using the same files as from moddb archive and don't have any problems with them. Make sure no other addon is affecting these weapons in any way. Maybe even try to get into the game with only EFT Re-pos - Blindside - EFT Re-pos patch and see if the problem stays(but delete or move somewhere else gamedata folder before activating addons). Could as well upload .ltx files of broken guns to google drive or something and give me the link so I can check that they're the same to my files, just in case.


274:275: use7_action_functor = wuut_mags.weapon_eject_mag_functor276: use7_functor = wuut_mags.weapon_eject_mag_precondition277: use7_modes = inventory, loot ***278: use7_c actor_equ, actor_belt, npc_bag279:


use2_action_functor =wuut_mags.weapon_eject_mag_functoruse2_functor =wuut_mags.weapon_eject_mag_preconditionuse3_functor =arti_jamming.menu_field_stripuse3_action_functor =arti_jamming.field_strip


and pasted on defines.ltx of EFT SWRR (the lines were the same on each archive: 274 to 277, opened the game and VOILA...i was once again able to take the mag off any weapon that had one (and could have...)


Are you planning to do TAZ 3.0 in the future? I guess you'd need a compatibility patch in the first place, but still I encourage you to check it out cause maybe you don't know that it came out lolAbout current ver: BAS repositioning is a godsend. I love the AKs.


Great, I found one bug with SA 58 AUS. Austrian style is associated with all modifications to this weapon, the beveled sight does not work correctly, when you aim, then the weapon itself goes to the left side, and the sight does not work at all.


I also found a bug with the butcher m4, the beveled sight also does not work and the weapon model goes to the left side of the screen. The patches are all there, I have not checked the conflicting mods myself. So I hope for your fix.


This is a workflow-agnostic tutorial, focused on NifSkope. As long as your workflow allows you to export a custom model to a NIF containing only the geometry, you can follow along to get your weapon game-ready.


If the handle is too big, the player's hand will clip inside it. If the blade is too long, it may clip through the ground when sheathed. If a bow is too wide, it may obstruct player's view when aiming. As such, it is important to know in advance which weapon type your weapon will use. A good strategy is to use one of the vanilla weapons as a reference when modeling.


It is not mandatory to provide a different model for first person and third person, unless the first person model absolutely needs to have additional detail, but this is something to keep in mind when designing generic weapons that may be used in the hundreds by a level designer to clutter an armory. Unique weapons are safer to make with high detail, since they will only ever appear once in the game scene.


In order to make sure your weapon is sheathed in the correct position, you need to add a NiStringExtraData block to the BSFadeNode. This needs to have Prn as its name, and one of the values in the table below as its string data. This (in part) lets the game know where the weapon is sheathed and what kind of animations are used. If this block is not present in your nif, the weapon will likely show up at your feet. The following table shows which values are used in vanilla Skyrim, and by which kind of weapons. 2ff7e9595c


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