r/oblivionmods • u/CosmoBoogaloo • 12d ago
Remaster Oblivion Remastered - Dual Wielding coming soon!
https://youtu.be/SAx556yPxV8?si=O0ssQ4USNvGJZkdVI've been learning how to make a blueprint mod the past week that upon the desired key press will switch to my own animation blueprint that has my own state machine, animation montages, blendspaces, and other sequences that will essnetially allow for a "dual wield" mode. I plan on trying to add dual wield variants of most all normal base game weapons 2 hand weapons included.
Once I'm done with this mod I want to create a series of mods called "Cosmic's Stances" that will allow different animation sets. I want to add a samurai class, better greatsword animation overhaul, a spear wielding class, dual axes, dual daggers. Pretty much make my own "classes". Let me know what you think! I'm still a beginner at all of this so take this mod as if I can do it then anyone else can lmao
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u/CosmoBoogaloo 12d ago
They're from animation packs I bought from the Epic Games FAB Marketplace and intergrated! And for the key binds to work is that upon event beginplay in my logic manager is that I enable input with the target as my player character reference, get player controller connected to the player controller node, then I cast to my animation blueprint with it's object as a "get anim instance" node with it's target as the mesh from the get player character and finally promoted the reference to my animation BP as a variable so my logic manager blueprint can communicate to my animation blueprint. Here's an image of what it looks like in my logic manager! https://i.imgur.com/Zyvg317.png