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JorgenGorgen
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Adding New Bones to the Character Skeleton.nif and .hkx

(I'm not sure this really fits into any particular forum, so I picked Skyrim General Chat.  If there's something more specific for general modding please move this there.)

I'm looking for any information I can find on adding new bones, in particular new nodes for weapons, on the character skeleton.  Ehamloptiran helped me a great deal in learning some of what this might require, but ultimately my ventures into this were fruitless (supposedly Eham had successfully done it before, but at the time couldn't remember anything beyond the steps he taught me).

So if anyone might have any useful links, or tutorials (I have yet to find a relevant one) on the subject of behavior editing to add new weapon nodes, I would be very appreciative if you would post them.

Some background on what exactly I'm trying to accomplish:  My intention with this is to move Greatswords from the back to the hip, as a step toward Longswords (which I will hopefully be able to implement in the same way as spears will be in Skywind eventually).  To accomplish this the last time I worked on my little project I tried just about every trick I could find on modding forums and Youtube, though my first attempt was simply copy-pasting WeaponSword and renaming the copy to WeaponLongsword, and then changing the NiStringExtraData of all the Greatswords from WeaponBack to the new WeaponLongsword.  However, while the changed the position of Greatswords, they would remain on the hip and not animate with the player.  Eventually after trying every other method I thought might work, Eham pointed me toward behaviors, namely the skeleton.hkx, though my attempt at behavior editing was ultimately failure, resulting is the Greatsword meshes not appearing at all.  Despite this I think behaviors might be the way to go with this, as from what I could reverse engineer from mods that put staves or shields on the back, they seemed to be using the exact same methods I was, though with success.
Something that would also be a great help would be information on changing a weapon's NiStringExtraData node value to that of an already existing node, without having to change the weapon type in CK to match that node (as currently weapons on nodes that don't match their animation type in CK don't animate, and I have no doubt this was the problem with simply adding a new bone in the skeleton.nif).

Sancez
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Moving the greatswords from

Moving the greatswords from the back to the hip should be simple enough, I think there are already mods on the nexus that do that. I'm not sure to understand what you want to do: are you trying to discernere between longswords (two-handed weapons) on hip and greatsword (two-handed weapons) on back? This the reason why you want to add new weapons nodes?

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Hmm, longswords on the hip

Hmm, longswords on the hip would be fine, but Greatswords were carried on the back, because walking with that thing on the hip would be amazingly uncomfortable. Though it's worth noting that nobody would go to battle having them sheathed, for the same reason why nobody would do that with a bazooka. They'd take off the sword with the sheath, draw it, and then either leave the sheath in the camp or put it back on their back. Drawing it directly from there is pretty much impossible.

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I think you guys are

I think you guys are misunderstanding me.  My intent is not to keep Greatswords on the hip.  It is to move them there because, like Spears will be in Skywind (unless Eham didn't give the tech to anyone), they will be split in the behavior files to accommodate Longswords.  This is merely the means, not the end.  Think of this as a test run.  Drago I think we might've actually discussed this before, the idea is that once it's finished Greatswords will still be on the back, but Longswords will be in the game on the character's hip, but that's a ways down the road.

@Sancez:  Trust me, there aren't any mods on the Nexus that accomplish this in any meaningful way.  (There are only like 3, and one of them is actually mine)  I thought it would be simple when I first started it, but I've tried god knows how many different methods and none of them have worked in the way I need them to.

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Once I've got all the

Once I've got all the technical stuff sorted out, the plan is to make Longswords that match existing weapon sets by creating new meshes from existing Sword and Greatsword meshes (on a case by case basis).

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(No subject)

EDIT: I have to write again my post, I mess up, sorry.

EDIT 2: So, I'm still not sure I get it right, but if your goal is to add new weapon nodes, then you should ask XP32, she made the skeleton mod that pretty much everyone use, and Neovalen, he made the dual sheath mod that also everyone use in order to see their left weapon, staff and shield on the character. They probably know best.
I tried myself to edit XP32 skeleton, it was an half success: I manage hardly to move the one-handed sword (that was already on the back) a bit to the left in order it doesn't clip with the greatsword, this way the character can equip both greatsword and one-handed sword on back in Witcher style. But I never manage to place the dagger on front..

http://postimg.org/image/uandtlx2z/

JorgenGorgen
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I've tried to contact just

I've tried to contact just about everyone who's made a mod like that.  Only ever got 1 response.  I think it was from the Dual Sheath Redux creator, who told me flat out that he just built it off of another mod.  So I haven't been able to figure out how anyone that's added Shield and Staff nodes has managed to get it working.

Sancez
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He didn't tell you what mod

He didn't tell you what mod he was talking about? Maybe you can track the original author.

JorgenGorgen
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I believe it was Armed to the

I believe it was Armed to the Teeth, which I think uses an XP32 skeleton.  I've contacted both authors before, never got a response from either.

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Something like this?

http://www.nexusmods.com/skyrim/mods/59568/?

There is also tutorial for weapon placement edit

http://www.dailymotion.com/video/x28ken3_skyrim-skeleton-nif...

JorgenGorgen
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I've seen that mod before, it

I've seen that mod before, it has the same issues as mine, I assume it works on a similar principle.
The video is a new one to me.  I'll be watching that when I'm somewhere with an internet connection that isn't acting up.