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gregtiwald

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  1. Ok, so it looks like I might be able to get it to work with a Skyproc Patcher that identifies the individual nodes. If I find the answer, I'll be sure to post it here
  2. Well, that's certainly worth looking at. I've been able to script the menu and make very minimal progress by using mods like Dual Sheath Redux as a scripting guideline, but it's slow going to say the least.
  3. Hello all! This is my first post here, and I wanted to introduce myself with a scripting question. I published a mod that allows you to have several weapon position options, and I want to improve upon this by including a MCM option. The idea is that the MCM would allow the player to change their equipment position on the fly. Currently the mod allows you to have several different weapon positions - chest daggers, wrist daggers, boot daggers, etc. but you need to install the appropriate skeleton to access this in game, and can only use one at a time. The skeleton.nif files themselves are all similar. They all contain the same nodes, and are essentially the same skeleton, with just a small change to the string names of the weapon nodes to indicate which is the currently active weapon node. Now I am pretty much a complete noob when it comes to scripting. My question is whether it is possible to script a way to call a specific weapon node and have it "activate" as the current weapon position. I understand that it wouldn't be possible to alter the skeleton.nif while in game, but because this skeleton.nif contains all the weapon positions, would it be possible to tell the game "WristWeaponDagger = WeaponDagger" or something of the like? Thanks in advance for the help!
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