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Possible solution to Spears and other new animations?

Submitted by jonozilla on

I was reading a post on the fact that you can not add new weapon types (Spears) or perks (Unarmoured) due to it being impossible to add new actor values, now I am no coder but after a quick "google" for Actor Values in Skyrim I came across an article that listed all AV's (as the cool kids call it) and there was a large section on Unused AV's. Like I said I'm no coder but is there some way to use these "Unused AV's" by replacing them with things that are necessary? This probably isn't the right thread for this but I'll list the AV's here and I hope that I'm not being an idiot and proposing something ridiculous.

Here are the AV's; 

  • Obsolete/Unused
    • CombatHealthRegenMultMod
    • CombatHealthRegenMultPowerMod
    • PerceptionCondition
    • EnduranceCondition
    • LeftAttackCondition
    • RightAttackCondition
    • LeftMobilityCondition
    • RightMobilityCondition
    • BrainCondition
    • IgnoreCrippledLimbs
    • Fame
    • Infamy
    • FavorActive
    • FavorPointsBonus
    • FavorsPerDay
    • FavorsPerDayTimer
    • BypassVendorStolenCheck
    • BypassVendorKeywordCheck
    • LastBribedIntimidated
    • LastFlattered
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The thing is that since they are hard coded they can't be changed. U can change the data they carry but you can not change their role and how they are defined. At least this is what i understood, i might be wrong.

 

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I see...that's unfortunate

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I will not saying anything other then we may actually be able to do it. It is not guaranteed.

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I have an idea for this:


Change either 2h Sword, or 2h Axe/Mace animations to fit all 3 of those types, move those weapons to the changed animation type, and then put spears in the leftover one with new animations.

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Doesn't help at all. Problem doesn't lie in the fact that we can't add new animations, problem is that we can't add new ACTOR VALUES. That means even if we add new animations as you say, the behaviour of the weapon will still stay the same (meaning probably that the game will play stabbing animation, but in fact it will still act as slash).

That's at least my understanding of it, I may be wrong.

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We've looked at this before. Not sure which ones (if they) can be suit to fit our needs. Might look more at it though.

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Aside from one two handed perk for making sideways power attacks cleave, they're all focused on whatever the current target is.  There's no difference between stabbing and cutting as far as the technical aspect is concerned.  All the game cares about is the range and the damage when it comes to actually attacking.

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had the same idea as JorgenGorgen, and i asked Alex if it's feasible.

 

 

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If all else fails we could just use SKSE to work around it but I suppose it'd be a little annoying for the downloaders

 

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SKSE would probably cause more problems than it would solve.  There's a method to swap out animations on the fly, but the trouble with that is it would swap them out for npcs as well, meaning anything with say a two handed sword or axe/mace would be performing spear animations whenever the player has a spear equipped.

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