Some more information on the melee aspect of the mod.
Balancing
The game is balanced in a way that the melee aspect stays extremely important. Muskets kill with a single hit, but reloading takes such a long time, and accuracy is so bad that a good group of cavalry can smash any force of infantry unless they stick together and get support from their own cavalry. If infantry sticks together they can by quite dangerous to cavalry. Especially grenadiers are masters with a bayonet and can easily stop a cavalry charge if they form square. But otherwise cavalry rules the field.
Some historical swords that are finished and included
Light cavalry
Pattern 1796 Light Cavalry Sabre (UK)
An IX Light Cavalry Sabre (FR)
An IV Dragoon Sword (FR)
Scimitar* (TU)
Not country specific: Szabla, nomad sabre*, ...
Heavy Cavalry
Modell 1803 Heavy Cavalry Broadsword* (AT)
Pattern 1796 Heavy Cavalry Sabre (UK)
An IX Heavy Cavalry Sabre (FR)
Modell 1790 Pallash* (PR)
Infantry
Briquet-sabre (FR)
Pattern 1796 Infantry Officer's Sword (UK)
Yatagan* (TU)
Not country specific: Sailers Sabre*, small swords*, rapier*.
Some of the above weapons were also used by allied or neighboring countries, both in real life and in-game.
(*Uses a mesh from native or the OSP weapons)
Proficiencies
Because there are no two-handed weapons I changed the melee proficiencies into the following:
Civilian fencing (small swords, rapiers) tend to be thrust weapons only. They are faster then military fencing weapons but cannot be used on horseback and are more useful in a duel then in a confusing battle were there is often less place to keep a distance between you and your enemy.
Military fencing (sabres and cavalry swords) are generally slashing weapons. But most can also thrust and a few of them can only thrust.
Polearmes (lances and bayonets) stay the same as in native.
Animations (not finished)
Military fencing weapons (mostly) use bjornes one-handed animation.
Civilian fencing weapons will get a combination of native and new animations.
Polearms use native animations.
I changed the animations in such a way that infantry can now switch in a splits second between their musket and their melee musket. Thus giving the impression of a secondary weapon ability.
Feel free to comment! Good ideas might always find their way into the mod.