DoYouEvenModBro Posted January 30, 2014 Posted January 30, 2014 'Correct me if I'm wrong, but I think somebody ....blah blah blah. That is what RedIrishLord was saying but accidentally included it in the quote box.
DoYouEvenModBro Posted January 30, 2014 Posted January 30, 2014 I'm not saying TEST THIS MOD RIGHT NOW DAMMIT but I think it should be added to the [Testing] queue for inclusion in S.T.E.P., just so that we do not lose track of it. It can be reviewed whenever all of us have time.
redirishlord Posted January 30, 2014 Posted January 30, 2014 My bad, I was reading Realistic Weapon Position posts on the Nexus and was trying to quote the mods author stating compatibility with STEP. I was also quoting DoYouEvenModBro so I could reference his free beer, 'cause Beer. Oh, I'm EProctor on Nexus forums, not that that is significant.
CJ2311 Posted February 7, 2014 Posted February 7, 2014 Bumpity bump lest this thread be forgotten. The author is currently working on an MCM version of the mod, which would allow the users to dynamically choose a position for each weapon separately, using the same skeleton. Apparently, he has already finished the MCM menu, and is now making a SkyProc patcher for this feature. Really looking forward to it.
DoYouEvenModBro Posted February 7, 2014 Posted February 7, 2014 Bumping your bump CJ. This needs to be tested once the MCM version comes out. Don't want to let this one slip through the cracks.
redirishlord Posted February 7, 2014 Posted February 7, 2014 I've been enjoying it, there are currently a variety of position options configured on install. Many dagger positions, vertical & belt quiver positions - the great weapon will be parallel to the quiver, so keep that in mind. According to the mod author this is compatible with dual sheath redux, xpms, & equipping overhaul. I've been using all the above and haven't had any conflicts. Looking forward to the next version myself.
redirishlord Posted February 22, 2014 Posted February 22, 2014 New flash, mod author gregtiwald writes on his Nexus page; I've got some Great news and some mediocre news for you all! The great news : I can get you a working version of the MCM switcheroo today! I figured out a workaround that doesn't use Java (because I'm quickly growing to hate Java). The mediocre news : It is a little heavier. It will have a hefty amount of extra models in it, because it will be using a new model for each new weapon position, kinda the same way Dual Sheath Redux and the new Equipping Overhaul work (they both have new weapon meshes for the left hand). This works with the MCM nicely, but the file size is bigger. So there is that. This is not the final version though. I am working on two versions more. The next one should hopefully reduce the bloat down to just two weapon models for each weapon (right and left), while also fixing the crossbow (finally). And the last version will be the keeper of clean I know it can be. Let me know how these new ones work for you, and stay tuned - I'll have the new one up in a matter of hours.
CJ2311 Posted February 22, 2014 Posted February 22, 2014 I'm looking forward to this more than Equipping Overhaul. Interesting that he went for the same system with the mesh packs... Guess there really is no way around it.
redirishlord Posted February 22, 2014 Posted February 22, 2014 Or no need to re-engineer the wheel. The DSR mesh packs are a great resource, why not use them. I'm excited for this myself having just updated my Equipping Overhaul.
redirishlord Posted February 27, 2014 Posted February 27, 2014 The linked article details important development/mod merger better than I can https://www.nexusmods.com/skyrim/articles/49653/?
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