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Dual Sheath Redux (by Neovalen)

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#1 Neovalen

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Posted 30 March 2013 - 07:23 PM

Discussion thread:
Dual Sheath Redux by Neovalen
Wiki Link 

Ever wondered why you couldn't see your left hand weapon in Skyrim? What about staves, they don't just disappear into thin air when sheathed! You want to carry your shield on your back you say? Look no farther!

Current Features:

  •  
  • Left hand weapons and sheathes.
  • Shields stored on back.
  • Staves stored on back.
  • All current DLCs supported.
  • Mod Configuration Menu(MCM) compatible.
  • SkyProc patcher makes it easy to integrate custom shield, staff, or weapon mods with minimal effort.
  • Custom Races Supported (must be using compatible skeleton).
    This mod is the spiritual successor to DSpSoB by DarkPhoenixxy which has unfortunately languished in obscurity and has many problems which have gone unfixed as the author has seemingly dropped support. Even though I did not use any of his assets for this file, he came up with the original mod which inspired me to make this version. To maximize compatibility, I have utilized the same biped slots and skeleton nodes as his mod.

    Requirements To Use:

    Skyrim v1.9.32.0 or greater
    SKSE v1.6.13 or greater
    SkyUI v3.4 or greater
    Java Runtime Environment 7 update 13 or greater
    XP32 Maximum Skeleton (Recommended) or other skeleton which supports left hand weapon, shield on back, and staff on back nodes.


    This is my own mod which has just been released. It was tested by several members here on the S.T.E.P. forums and community. Linking here for tracking purposes/consideration. 
    Accepted for STEP v2.2.5
    --Thanks to Neovalen for creating this one and supporting the necessary fixes (and for creating the mod page.
    --Special thanks to torminater for the detailed testing
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#2 freche

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Posted 31 March 2013 - 03:34 AM

Haven't tested the mod yet but looks nice, I wonder if it would be possible to either carry the shield in hand or on the back. Say if I only press the sheath button I keep holding it in my hand and if I press it for 0.5 sec it places the shield on the back.
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#3 Smile44

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Posted 31 March 2013 - 06:29 AM

Excellent this mod really works well. The shield will stay on your arm until you sheathe your weapons, at which point it will go onto the back. This works for all npc characters as well as followers including those from other mods. Endorsed naturally. :)
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#4 torminater

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Posted 31 March 2013 - 08:39 AM

It's not possible to add a animation which places the shield at least near your back, is it?
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#5 statmonster

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Posted 31 March 2013 - 10:09 AM

[quote name=''freche' pid='31590' dateline=undefined]Haven't tested the mod yet but looks nice' date=' I wonder if it would be possible to either carry the shield in hand or on the back. Say if I only press the sheath button I keep holding it in my hand and if I press it for 0.5 sec it places the shield on the back.[/quote']
You can change your storage location by turning the effect on/off for player and/or NPCs via MCM. Not as convenient as the button you describe, but it does allow you to alter it as you play. 
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#6 freche

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Posted 31 March 2013 - 02:55 PM

[quote='statmonster' pid='31594' dateline='1364742558']
[quote name=''freche' pid='31590' dateline=undefined]Haven't tested the mod yet but looks nice' date=' I wonder if it would be possible to either carry the shield in hand or on the back. Say if I only press the sheath button I keep holding it in my hand and if I press it for 0.5 sec it places the shield on the back.[/quote']
You can change your storage location by turning the effect on/off for player and/or NPCs via MCM. Not as convenient as the button you describe, but it does allow you to alter it as you play. 
[/quote]

Ahh ok. My thought of having both options easily at hand was when I'm out adventuring in a dungeon or similarI'd like to keep the shield on my arm. But when traveling on the road or on horse or while in a city I can easily choose to put the shield on my back by pressing the sheath button a little longer.
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#7 Neovalen

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Posted 31 March 2013 - 04:42 PM

It's not possible to add a animation which places the shield at least near your back, is it?


If it is, I wouldn't know how to do is as I'm not an animator.
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#8 z929669

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Posted 02 April 2013 - 12:05 PM

DISCLAIMER: I know next to nothing about this mod, and I have NOT read this thread!

My only concern about this one is that it has a lot of ancillary requisites (based on what WI says on the Devel Thread). Simplicity is important, so I'd like to discuss the simplest way to implement this in STEP and also summarize (on the OP of this thread) exactly why this is a good addition to STEP ... what are the pros/cons?



#9 torminater

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Posted 02 April 2013 - 01:00 PM

DISCLAIMER: I know next to nothing about this mod, and I have NOT read this thread!

My only concern about this one is that it has a lot of ancillary requisites (based on what WI says on the Devel Thread). Simplicity is important, so I'd like to discuss the simplest way to implement this in STEP and also summarize (on the OP of this thread) exactly why this is a good addition to STEP ... what are the pros/cons?

Cons:
- needs a certain type of new skeleton which might cause issues if the modder uses non-STEP-mods.
- has some animation errors (vanilla issues)
- ...

Pros:
- Realism: "Where is the second blade I just held in my hand?"
- Immersion: "My character always runs around with this mighty shield of Ysgramor, but it's kind of awkward to have it in your hand whilst having a mead at the local inn. On the back it still looks awesome!"
- Good support by mod author.
- Compatible with current STEP (afaik)
- ...
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#10 freche

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Posted 02 April 2013 - 01:41 PM

DISCLAIMER: I know next to nothing about this mod, and I have NOT read this thread!

My only concern about this one is that it has a lot of ancillary requisites (based on what WI says on the Devel Thread). Simplicity is important, so I'd like to discuss the simplest way to implement this in STEP and also summarize (on the OP of this thread) exactly why this is a good addition to STEP ... what are the pros/cons?

I could be wrong here, but I think the mod works "out of the box" as long as there isn't mods that add new shields, weapons (you still need the custom skeleton).
But I think the SkyProccer part is only required if there are mods that add additional items.
But as I said I could be wrong and it would need testing or confirmation by Neo.
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#11 WilliamImm

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Posted 02 April 2013 - 01:46 PM

Actually, you need to run the SkyProc patcher even if you are not adding any additional items.

#12 z929669

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Posted 02 April 2013 - 01:48 PM

As long as we see no conflicts with current STEP mod assortment ... and no expected future conflicts (or at lease Neo's support if there ever are). Then I can get behind this one. Wanting Neo's confirmation before accepting ... will need the mod page created of course (by Neo or someone else just as familiar with all details).

#13 Neovalen

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Posted 02 April 2013 - 03:04 PM

As long as we see no conflicts with current STEP mod assortment ... and no expected future conflicts (or at lease Neo's support if there ever are). Then I can get behind this one.

Wanting Neo's confirmation before accepting ... will need the mod page created of course (by Neo or someone else just as familiar with all details).


The patcher needs to be run regardless so it can setup objects for the base game and any DLCs installed. I have support packs for all mods in STEP that majorly affect meshes (Elemental Staffs and De-LARP-ification). Many Skeletons are available currently that support the mod but main suggested one is XP32 Maximum Skeleton back hip dagger version along with the Magic-Shield arm patch for non-fnis users(since STEP does not currently use FNIS).
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#14 z929669

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Posted 02 April 2013 - 03:30 PM

As long as we see no conflicts with current STEP mod assortment ... and no expected future conflicts (or at lease Neo's support if there ever are). Then I can get behind this one.

Wanting Neo's confirmation before accepting ... will need the mod page created of course (by Neo or someone else just as familiar with all details).


The patcher needs to be run regardless so it can setup objects for the base game and any DLCs installed. I have support packs for all mods in STEP that majorly affect meshes (Elemental Staffs and De-LARP-ification). Many Skeletons are available currently that support the mod but main suggested one is XP32 Maximum Skeleton back hip dagger version along with the Magic-Shield arm patch for non-fnis users(since STEP does not currently use FNIS).

OK. Could you post a new thread for each of the mods that STEP must incorporate to support this one? We'll need to accept these as a group and create a new mod page for each. We may even need a blurb on SkyProc in the STEP Guide (which I'm sure I can scavenge from your guide).

Either way, I'd like input from Farlo, s4n and/or TC before accepting this assortment.

We may also need to postpone incorporation into STEP if accepted, depending.

#15 rpsgc

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Posted 02 April 2013 - 05:51 PM

Dual Sheath Redux Patch.jar --> "There was an exception thrown during program execution: 'java.lang.NullPointerException' Check the debug logs".

[EXCEPTION]  java.lang.NullPointerExceptionat DualSheathReduxPatcher.DualSheathReduxPatcher.runChangesToPatch(DualSheathReduxPatcher.java:317)
at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:905)
at java.lang.Thread.run(Unknown Source)


Apparently it started working on its own? Maybe the patcher is capricious.



I'm testing it with a certain 'Neovalen Custom Skeleton Pack' mod. Mysterious mod, disappeared without a trace :whistling:
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