Cookie Eating Huskarl
Marquis
Ah well, switched to mediafire.
Inanch-Bilge said:Could someone make Nagamaki and Naginata unavaiable to mounted ?
Inanch-Bilge said:I don't know, solely based on wiki info, its looks like they're anti-cavalry infantry weapons and from the look and usage of them it makes sense.
They feel overpowered when I use hem mounted.
I don't think you can, I've been trying to find a way to jury rig holstering throwing spears at the left hand with no success.monoolho said:Cookie Eating Huskarl said:That one's pretty easy. Find the scabbard mesh you want to fix in the resource .brf and adjust the rotation and position as pleased, check in game to make sure the new orientation is favourable. Vikingr used the same method to make the axes look less awkward when holstered. It's just a lot of donkey work due to the trial and error nature of it.
Problem is, I didn't want to change the scabbard meshes, I wanted to fix the whole "carry_katana" and "carry_wakizashi" definitions, so all other weapons would work with that. Is it possible? If not, I'll stick with 'messhing' around wink wink nudge nudge
Cookie Eating Huskarl said:I don't think you can, I've been trying to find a way to jury rig holstering throwing spears at the left hand with no success.
monoolho said:They ARE overpowered, that's why it can make sense to "lock it out of cav" in the game. For heavens sake, it's a bloody pike with a katana on top, jesus, it's like placing a frigging A-10 on a GAU-8A Avenger. It's freaking OP, but it happens.
makmix said:Can I get a video for this.... I'm dumb as hell and reading it doesnt help.....
If you just want a rough fix (to diagnose the potential direction and angle needed for your holster adjustment), just use the .brf editor. It has inbuilt functions for that. If you want to export it and work on it manually you need a program or plugin that can import and export .md5 files. Meaning Wings3D is out. However, I actually use Wings3D for my adjustments. There's another function in .brf editor that lets you use multiple .obj files into a vertex rigged animated file. And I have successfully used that (sometimes buggy) function to fix up a lot of scabbards and quivers that were not animated in my copy of the Floris mod.monoolho said:Cookie Eating Huskarl said:I don't think you can, I've been trying to find a way to jury rig holstering throwing spears at the left hand with no success.
Oh, I see... What program do you use to modify the meshes? I had it aeons ago, but my old HD died and lost everything and my hundreds of hours modded 1257ad... (Sorry to ask such a stupid question, but I can't find the program i used before...)
Cookie Eating Huskarl said:If you just want a rough fix (to diagnose the potential direction and angle needed for your holster adjustment), just use the .brf editor. It has inbuilt functions for that. If you want to export it and work on it manually you need a program or plugin that can import and export .md5 files. Meaning Wings3D is out. However, I actually use Wings3D for my adjustments. There's another function in .brf editor that lets you use multiple .obj files into a vertex rigged animated file. And I have successfully used that (sometimes buggy) function to fix up a lot of scabbards and quivers that were not animated in my copy of the Floris mod.
IMO, for katanas, flipping the scabbard and pushing them up the y-axis slightly and tinker with the X-axis to make it a closer fit to the body using the normal left hip sword holster (like all vanilla western 1h swords), and finally replacing the vanilla one handed sword draw animation (or using both. I feel like the native draw animation works on a katana as well) with Marty's katana draw animation may prove to be better for both the katanas and the tachis. The wakizashi carry was fine as it was.
monoolho said:Cookie Eating Huskarl said:If you just want a rough fix (to diagnose the potential direction and angle needed for your holster adjustment), just use the .brf editor. It has inbuilt functions for that. If you want to export it and work on it manually you need a program or plugin that can import and export .md5 files. Meaning Wings3D is out. However, I actually use Wings3D for my adjustments. There's another function in .brf editor that lets you use multiple .obj files into a vertex rigged animated file. And I have successfully used that (sometimes buggy) function to fix up a lot of scabbards and quivers that were not animated in my copy of the Floris mod.
IMO, for katanas, flipping the scabbard and pushing them up the y-axis slightly and tinker with the X-axis to make it a closer fit to the body using the normal left hip sword holster (like all vanilla western 1h swords), and finally replacing the vanilla one handed sword draw animation (or using both. I feel like the native draw animation works on a katana as well) with Marty's katana draw animation may prove to be better for both the katanas and the tachis. The wakizashi carry was fine as it was.
Thank you very much, that's what I thought to do at first, but didn't see how, now I messed around more with it and got it wroking, cakewalk after you know what to do. Just a lot of testing. Thank you again. If anyone wants it I can also upload that (wow, 2 submods in 1 week, that's a new personal record).
That would be nice.monoolho said:Cookie Eating Huskarl said:If you just want a rough fix (to diagnose the potential direction and angle needed for your holster adjustment), just use the .brf editor. It has inbuilt functions for that. If you want to export it and work on it manually you need a program or plugin that can import and export .md5 files. Meaning Wings3D is out. However, I actually use Wings3D for my adjustments. There's another function in .brf editor that lets you use multiple .obj files into a vertex rigged animated file. And I have successfully used that (sometimes buggy) function to fix up a lot of scabbards and quivers that were not animated in my copy of the Floris mod.
IMO, for katanas, flipping the scabbard and pushing them up the y-axis slightly and tinker with the X-axis to make it a closer fit to the body using the normal left hip sword holster (like all vanilla western 1h swords), and finally replacing the vanilla one handed sword draw animation (or using both. I feel like the native draw animation works on a katana as well) with Marty's katana draw animation may prove to be better for both the katanas and the tachis. The wakizashi carry was fine as it was.
Thank you very much, that's what I thought to do at first, but didn't see how, now I messed around more with it and got it wroking, cakewalk after you know what to do. Just a lot of testing. Thank you again. If anyone wants it I can also upload that (wow, 2 submods in 1 week, that's a new personal record).
Cookie Eating Huskarl said:Some feedback that I think letting you see some pictures would justify better.
As you can see, the old position where the katana scabbard points upwards might have given the illusion that it is aligned based on the sash. Now that it points downwards, all katana and tachi scabbards should be pushed up and then fitted closer to the waist as the sash on the armor suggests. This will also make the katana look to have a tighter fit on the naked body as well as potentially in normal kimono outfits. The only issue I predict will arise is some mild clipping issues with the samurai kimono due to the puffiness of the hakama but I think that possibility is very small and my mind is playing tricks on me.