An animation for every weapon. What do you think?
Get in chat, comment on this announcement, or send me a message. I genuine am not sure if this is a good idea.
There are a few mods that use new OBSE script functions to assign new animations to different weapons. However, they have the problem of being either too complicated, or not complicated enough(By means of not doing enough to warrant even using it). IE: One mod only allows players to use different animations for a few different weapons, whereas another one requires you to go through a lot of in-game menus in order to use different animations.
So, I thought I'd just simplify it and make a script that tries to use a set of animations going by the filename as the ID of the weapon(Or filename of the weapon's nif if I can find a function that detects that), which defaults to the animation for that weapon class.
I figure it would make changing animations for weapons a lot simpler, as it would just require moving a few files around. Oblivion already does this for other things, like bump maps(Which is the filename of the texture with an _n at the end of it), low-poly lod objects of certain models, and probably a few other things. This would be a non-cpu intensive script that would really be less than 12 lines (set filename to variable x, use the OBSE function to load the animation by using variable x + powerattackleft).
The only problem is, this might cause a lot of duplicate animations being used. Animations typically aren't very large files. Thus, I think that's alright to make it a more robust system of replacing animations. However, when you factor in mods that add a lot of weapons, those 12 14kb files end up being 300+MB. If anyone has any ideas on how to solve that problem whilst keeping things simple, I'd like to hear it.
Finally, I am in fact STILL working on this. I should probably update you guys on the progress more often, which I may or may not actually get around to. Here's what I've done recently:
More animations(goddamn so many animations)
Editted spawns, removed shitty retextured enemies, included more new models, planning to add more monster-specific animations. This also means that FCOM isn't going to be supported, but also decreases the size of this pack a great deal by getting rid of loads of retextures. I'm considering making a script that generates new weapons in the same way in which Borderland did with guns, which would keep filesize low, but still add a lot of weapons to the game.
Slavery, fuck yes. I still need to add a LOT to polish it though(Add paths and packages to allow slaves to do things for you) but I find all of that quite fun, so when I'm not spending all my time making animations, I'll finish that up.
Motherfucking ships motherfucker. Side_s sailing ships is one of the few mods that is well put together, has few bugs, and adds a much-needed feature to the game. Granted, I'm not working on that mod, and I don't actually need to because it's genuinely a good mod. I am, however, adding a boat load of support for it by increasing the ocean, adding small islands with caves and such on them, pirate ships("Holy shit, are you serious?" Yes I'm serious, the creator of the mod added support for NPCs steering ships.)
I'll talk more about stuff I've done later, probably. I'll try to include some screenshots and/or videos of the animations I've made, monsters I've added, things like that.