Whip v 4.0 or 4.1 or 4.2 Author: Snusmumriken Download: www.oblivion.lima-city.de Date: May 2013 Updates: ---------------- V 4.1 : includes a spell which exchanges the whip with an enchanted whip which has firedamage (20pts, area 10 for 60 seconds). Because of the area-value it has an explosive effect. I haven't yet managed to add some sort of flame-effect to the whip .. unfortunately .. V 4.2 : the whip and the flamewhip are levelled; each 6 player levels the weapon gets more effective; plus the flamewhip spell can be cast only once a day now but lasts for 3 minutes; Description: ---------------- This plugin adds a whip as a Weapon to the game. What this weapon makes so interesting in my opinion is that it stands tactically between a melee weapon and a long ranged weapon what gives quiet a new combat feeling. For the whip you need a free RightRing slot. If you've already an older version running you should know following: I've rewritten the esp with scripts I'm playing with successfully for quiet a while by now. I think it's time to say goodbye to the version in which the whip was a pair of gauntlets. In this plugin you also find some newly "enhanced" attack-animations plus I've added detonation arrows to Slash'n Smash in the MarketDistrict. Regarding the new animations: As said I've changed some in a way that the whip-movement now comes more out. Plus I've replaced 3 onehandattack animations with already existing ones which just look better using the whip. The disadvantage is though that you loose a bit of variety when fighting with another onehand weapon. So it's up to you. If you want to have the original three animations back, copy the according files OneHandAttackLeft_two, OneHandAttackRight_chop, OneHandAttackLeft from the plugin's folder _optional/OldFiles/Data/Meshes/Characters/_male into your Data/Meshes/Characters/_male directory. Details: ---------------- The whip is actually a pair of gauntlets rigged to an extended skeleton of Coronerra (Coronerras maximum compatibility skeleton). This was necessary for boneweighting the whip which is as mentioned an armor item in action. Only armor can be boneweighted - not weapons. Nevertheless, this "weapon is set to slot "RightRing" for convienience purposes. Extending the skeleton and boneweighting the whip to the new bones of the skeleton was the basis to adapt all onehandidle animations - only regarding the whip! So you won't notice a change when using another onehand weapon, they are not affected from the pure "addition". I have used mainly the original onehand animations but added a few from other modders (see credits). But you should know, that by using this plugin you are using some cool onehand combat animations from DMC (DMC Stylish). I must admit that I don't know which once exactly since I am using them for years by now. I didn't want to play without them anymore .. The act of equipping the weapon ("Ring") is solved via script. OBSE is only needed for the silent un-/equipping and the message-spam free adding of the items. If you think this is not necessary or you are a non-OBSE player then you'll find the non-OBSE version of the .esp included. The whip-functinality is based upon 4 nif-files: 2x weapon-items (Data/Meshes/Weapons/Whip/): * WhipDown - when you drop the whip (only when unequipped!) you'll get this file into your inventory when you buy/steal it! * WhipTransDagger - this is the actual weapon (you won't see it) 2x armor-items (Data/Meshes/Weapons/Whip/): * WhipHolstered - when equipped but not weapon drawn * Whip - the "visual" weapon (in combination with the WhipTransDagger) Requirements: ---------------- OBSE for the OBSE-verstion (for silent equip/unequip) Installation: ---------------- You need: - the skeletons (copy into Data/Meshes/Characters/_male) - the onehand animations (copy into Data/Meshes/Characters/_male) - the 1stperson animations plus their skeleton (copy into Data/Meshes/Characters/1stperson) - and the whip specific mesh- and texture files (also copy into Data/etc.) - and of course the .esp (otherwise the whip will not appear in Cyrodiil) copy the desired (only one) .esp into your Data folder and check it in the Oblivion Launcher (or with WyreBash) Warnings / Info: ---------------- - You must (!) use the included onehand animations to get the whip to work. So if you use some other onehand combat animations you'll get a problem. - Unfortunately not compatible with RGM' Real Flails since they use the original whip bones of the maximum compatibility skeleton. - The whip does NOT work for NPC's, only for the player - The animations have some little cosmetic errors but are neglectable in my opinion. Were to find: ---------------- You get the whip in the Imperial Market District at Slash'n Smash. Credits: ---------------- - Bethesda - Niftools - ConstructionSet - Coronerra for the MaximumCompatibilitySkeleton // http://www.tesnexus.com/downloads/file.php?id=27945 - RGM & NoMaaM - which pointed me into the right direction with: // http://www.tesnexus.com/downloads/file.php?id=40783 // http://www.tesnexus.com/downloads/file.php?id=40781 - RGM for his scripts - DMC for some real cool combat moves // http://www.tesnexus.com/downloads/file.php?id=16459 - UMPA for his phenomal sneaking animation (his animations are absolute outstanding!!) // http://www.tesnexus.com/downloads/file.php?id=17125 - geechan for the plugin "smaller hands" // http://www.tesnexus.com/downloads/file.php?id=38213 - VictoriaG - Chapel shop .. for the black gloves - also: Blender, Gimp, etc. - and all kind modders who share their work and knowledge with all Special thanks and acknowledgement to RGM! When reusing something of this plugin - credits will do - but please include credits from above if redistributed .. and of course commercial use is not granted!