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Scripting a skeleton.nif


gregtiwald
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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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I have NO CLUE at all. This is just an educated guess:

In Oblivion there was a mod that changed the skeleton of NPCs like some poeple walked ducked and so on. It was Reneers Varied NPC Mod.

If you have Oblivion you can take a look how that is done. Check the scripting of that mod. SKSE I think has the same functions as OBSE?

Edited by schatten
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