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Showing results for tags 'weapon racks'.
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During the last week, I have been going through the weapon rack scripts and found many bugs and glitches that have not yet been adressed. The fixed versions can be downloaded here: http://www.afkmods.com/index.php?/files/file/701-overhauled-weapon-rack-scripts/ The download also contains two comments files (one for each script) where I explain what was changed and why I'm convinced that it had to be done. As usual, I am not sure that I have spotted all of the bugs, but I am pretty confident that the scripts will provide some improvement. Since this is a pretty "fresh" work, I haven't had the time yet to do much testing myself. You can be assured however, that I wouldn't have uploaded the files if was aware of a risk of them ruining your game or resulting in immediate crashes. Thus, if someone's interested in doing some testing, I really would appreciate your help (before installing the new scripts, please read the notes on the "dwarven shield bug" below). Also, it would be fine if someone could go through my comments to see whether anything else can be spotted which I might have overlooked or misinterpreted. The Dwarven shield bug: ==================== If a Dwarven shield is placed on a shield rack, it will horribly clip through the rack and the wall behind it. This bug was reported on the tracker a long time ago, but hasn't been resolved yet. There's actually not much that can be done about it: modifying the shield's pivot is out of the question because it will break a lot of other things. However, we could add a new node to the shield rack, for use by Dwarven shields specifically (it apperas that this can be rather easily done in nifskope). The placement is very easily handled in the WeaponRackActivatorScript as it requires only three extra lines and while I was at it anyway, I have added this code to my modified version of the script (before testing the scripts, please delete the respective lines; the comments file for the WeaponRackActivatorScript explains how to do this - EDIT: This doesn't need to be done anymore: the download now includes "ready for testing" versions with all the necessary modifications already implemented). Of course, this solution is debatable and I don't even know whether the USKP wants to address it at all.
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Version 1.0
690 downloads
An expansion of Skyrim's weapon rack system, which adds new racks and more functionality: New racks: a staff rack (see screenshots) and a shield-only plaque, plus a second version of the standard wooden rack with a new texture An exclusive rack for Wuuthrad will be enabled in Jorrvaskr after completion of "Glory of the Dead" All display cases (both the large cases in Hjerim and the Archmage's quarters, as well as the dagger cases in Hjerim, the Archmage's quarters and Vlindrel Hall) can now be individually configured at any time to either run the weapon rack scripts (which makes them weapon-only cases) or to disable them (and using them for placing arbitrary items by grab-and-drop) The standard wooden racks will accept tools now (i.e. brooms, shovels, hoes and pitchforks) The mod will also add both new and old racks to all player homes and the Archmage's quarters, but leaves you the decision to actually install them or not: they can be obtained as replacers for your wall clutter and acquiring them has been embedded in a small quest. The best places to have a quick look at everything are the garden of Honeyside (player-activatable rack with tools) and Hjerim (everything else). The special effect on the staff rack looks best in the Archmage's quarters, though (the ambient light colour has some effect on how the effect colours display).