Better Tomahawk and Warhammer on the Back of Xp32 Extended SE
Modified xp32 max skeleton expanded skeleton mesh for better placement of "sheathed" two-handed axes and hammers. -Thanks Joe Lugo for the tip.
Screenshots 2 screenshots
About this mod Machine translation
Modified xp32 max skeleton expanded skeleton mesh for better placement of "sheathed" two-handed axes and hammers. -Thanks Joe Lugo for the tip.
nfxzzq
May 7, 2019, 3:26 am
Skeleton conflict with ECE compatibility
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Copied from original pasting:
In short, it just edits the nif file.
This file modifies the default node. Unzip and overwrite XP32 Maximum Skeleton Extended.
This mod requires XP32 Maximum Skeleton Extended, along with all related requirements for this mod.
I was messing around with the XPMS Maximum 32 extension skeleton and noticed this
Two handed sword and two handed ax/hammer separate
"Sheath" nodes. I modified the two handed axis/hammer node to change
This position allows the head of the weapon to rest near the shoulder
Should
The haft hangs down rather than 3 feet above the character's head.
I think something similar can be achieved via racemenu
This mod will also affect NPCs if you set them to use
Modify the dual axis/hammer nodes via the XPMS style menu.
Additionally, since they are separate nodes, they do not affect the greatsword sheath position.
Of course, the draw animation doesn't change, but it actually doesn't change
The immersion broke me. I kind of imagine this character caught
Hold the weapon directly under the head and quickly turn it over.
The sheath placement on these weapons has been bugging me since 2011. I've always found that I'd rather just immerse myself in it.
Install:
I recommend using a mod manager app. I use Mod Organizer
Choose the default node mod file or the SWP node mod file.
Install the mod from the archive and target it to cover XP32 Maximum
Skeleton extension. The only files that were overwritten were Skeleton nifs
Character assets. These nifs are exact copies of the current XP32
The only change to extended nifs is relocation
Default or SWP two handaxe/hammer nodes depending on your file
choose.
default:
Once you've installed the game, you should see the locations of your characters and NPCs change automatically
If the Tomahawk/Warhammer node is set to default in XPMS style
MCM menu for both.
If you are using a mod weapon with a greatsword that uses the battle ax animation then it will be reversed so you
Will need to change your character to a battleaxe and SWP node
Warhammer in XPMS style menu when using this type of weapon.
SWP:
Once installed, launch the game, load your character, and go to the Styles section of the XMPS MCM menu.
Change the battle ax/hammer position to your character's SWP and do the same for NPCs as needed.
If you are using a mod weapon that uses a greatsword with a battle axe
animation, it will sheath down, so you need to change your
Characters for the default nodes of Battleaxe and Warhammer in XPMS
Style menu when using this type of weapon.
compatibility:
The only mods that should be incompatible are other mods that modify the XP32 Extended Skeleton.
question:
The conversion may take some time. Usually when switching
Position of any weapon using XPMS style menu, usually I have
Equip weapons, open menus, exit several times
Transition to completion.
I calibrated the position to the Iron Battle Ax
I've seen most other tomahawks and warhammers look like in my playing
The location is great.
However, some weapons have different grip positions than the standard and therefore their sheath positions
The back is a bit off, often too low. Dawnguard War Hammer is
Good examples, although they can be easily fixed in NifScope
Load weapon meshes and convert them to desired
Location.
If you had a mod that changed the wood cutting axe and pickaxe to two handed, they would be about halfway down
Behind the sheath due to the much shorter sheath. not so much
This can be done with these as the transition mesh will result in
A weapon that looks weird when wielded.
Updated 04/11/2019
I went ahead and uploaded the rig animation I've been using
Optional fil …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.