#third person alt attacks (a ReAnimation plugin)
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Thank you both
Ah, so all sorts of casting animation replacers will be overwritten by this mod?
Exactly and the casting animation is one of the main parts of this mod.
Thanks, that solves a longstanding issue I had in my modlist ๐
@formal saffron thanks for the report
and thorough checking what's up there.
@formal saffron apart from the error, does something break?
I did not see any visual glitch
My friend, I see that same error without spawning a skeleton archer, etc. No visual glitches or anything broken that I've noticed Failed to load 'animations/xbase_anim/xtwo_h_idle.nif': NIFFile Error: NiSkinInstance missing root or data when reading animations/xbase_anim/xtwo_h_idle.nif, using marker_error instead
@polar pawn any idea here?
I'll have a look tonight, looks like its looking for the wrong idle animation, actually check the idle Text Keys on the frames and make sure they are set to the right times
I can confirm the error is no longer present with this .nif. Thank you Olaf.
any idea about getting this to work with FBA? https://www.nexusmods.com/morrowind/mods/56625?tab=files
The answer is to remove the movement.kf files from the 1st person folder in reanimation, then it works fine 
this file removes the error.
@ember nebula should you update the mod?
Idk where he's been, I think life caught up with him and he's been really busy, Same with me, I've got a pile of animations I've been working on but I'm not ready to release.
Alright. Too bad the repo is not on the MOMW domain, I could have done the update myself
Thx for the fix anyway
is there a way of removing the constant magic fx from the hands but keep the animations?
i mean, i know there are ways, whats the easiest ๐
i have greenhorn blender abilities
Oh it's a setting in the menu ๐ffs.. thanks!
sorry, but would you please re-send this invite?
and one last question xD, what camera mod do you use?
found it through chatgbt lol
and this was just dynamic camera effects and lock on
@ember nebula are you still working on this?
I still have this issue
I have no idea whats causing it, all I know is at one point it was fixed
hack'n'slash morrowind
Haven't come back to it yet but I'll let you know once an update comes... still no idea what causes this for you
I made a blank install with only this mod and the issue is gone, it was somewhee on my side
now to find out where
Let me know when you find it. I'm still not sure what could cause that behaviour o.O
And why it vanished for a short time
I think I had some kinda messed up old animations files in one of my folders
I have a bug where Ajira dies but doesn't fall on the ground. She stands, the arms in the air.
It happens if I let her cast her summon.
I removed all other mods to confirm the bug.
If I kill her before she casts anything, there is no bug
@ember nebula
I tried with only these mods enabled:
content=Morrowind.esm
content=Tribunal.esm
content=Bloodmoon.esm
content=ReAnimation_API.omwscripts
content=third-person-alt-attacks.omwscripts
Thanks for the report @formal saffron. It'll be some time until I have time for this. Currently also no idea what could cause this.
Ajira's a female khajiit, so between one of those two descriptors, she probably doesn't have the animations attached.
There's definitely a hasAnimation check missing somewhere or another, but also, I think if you made some copies of the anims in either the female or beast directory, it'd be fine
I can confirm seeing something similar with female khajifs
Could umo support be added to the download page?
Uhh.
I might of found a minor bug??
It's weird.... It could be something else but idk.
If I am in the magic stance and wait a few seconds without moving my character starts spinning.
@ember nebula
I think it's related to beast races if I remember correctly
Today I was thinking, what if one were to completely remove directional combat, putting those moves in sequence to an attack, like a forced combo of Chop>Slash>Thrust 
Can't be done right this second, at least not until 8101 is addressed. But what would it even do?
It is just for the continuity of the Animations, for example the hand2hand, normally it goes jab if standing still, right if moving back or foward and hook if moving left or right. By making this sequence that would happen in any directional attack, the attack would always be jab> right> hook in sequence, appealing visually as a combo. If using together to this mod here, it could add a variation of the attack shown 
Also getting a problem with the beast races where I can't move forward in sneak mode with a spell equipped.
Just noting it in case it can be fixed some time in the future.
I was musing about this a while back. I agree, I'd rather see the swing variety just by attacking normally, compared to the move direction logic that the game basically encourages you to turn off with always use best attack setting. People miss out on a lot of variety in the animations because of that
Plus, I'd like to see the feature of later TES games where multiple swings in succession have a logical follow-up from the opposite direction, so (for example) swinging a weapon to the left allows an immediate swing to the right https://streamable.com/yt0xqq
https://gitlab.com/OpenMW/openmw/-/work_items/8101 this one prevents us from doing that right now. If it was working as expected (as it does on NPCs rn) - we could do all sorts of things. Starting with tying swing direction to mouse instead of keys, and then all sorts of combos
This is what Third person Alt attack does already though, I think ๐ค
Wishing it is solved soon ๐
I think August meant sequence finishers - like "slash-slash-slash-thrust" or whatever
Oooh I see
re-animation and 3pAA do a lot of heavy lifting to break up animation monotone, but more can be done if we had the tools
I really hope it can be fixed then. Looks like a longstanding issue
My c++ is too rusty and was never that good in the first place, so can't do anything with it myself
But yeah, right now MW mechanics basically work against the whole concept of a "combo," in that every swing must be charged for a full second for it to do anything but the minimum damage
yeah that too
Nah you're right, I'm running that mod but overlooked that feature. It just wasn't clear to me until I turned off "best attack" just now to actually see the chop and slash animations in action https://streamable.com/ajctof
So really it's just a matter of having a better system to let the player see these things instead of only the "best" ones
Because right now the "optimal" way to play is you only see one animation
"optimal" but yeah. animations do help however - the alternating directions of strikes in 3pAA and re-animation are great
Well by "optimal" we're talking a huge gulf in effectiveness between one swing and an immediate second swing. Taking this sword as an example, the difference in max values between the swing types isn't too bad, but a swing done immediately after the first will do basically no damage
I think one way to make it work within the current paradigm is to make the weapon's rated damage numbers scale based on fatigue and not how long you held the mouse button each swing.
Is it possible to remove the idle animations that come with this mod? They don't match with the other animations and idles on the Morrowind Animation Overhaul Project discord which leads to the idles from this mod "snapping" in when used with those animations. It seems that for two handed weapons, bows, and crossbows, the idles are baked in somehow, so I can't seem to remove them.
You can just delete the idle animation files you donโt want in animation folders. For example: animations/xbase_anim/xtwo_h_idle.nif
deleting this should give you back the vanilla two handed blade stance.
Thanks. So, I was able to remove the idles for everything except bows with this. There is no separate bow idle and it seems baked into the bow attack nif/kf. Oh well!
On another note. I cannot move forward as a beast race in sneak mode when a spell is readied. I get stuck in place and do not move forward. Is this a known issue with this mod? I have isolated it to this mod as when I disable it, the problem goes away. Removing the "kna" folder of this mod also doesn't solve it. Putting it before ReAnimation does, but then the Alt attacks no longer work. Have tried overriding the sneak animation but to no avail.
No idea sadly, especially since I don't play beast races usually. @calm sorrel Do you have an idea? I don't think pinging fallchildren would do much currently ๐
No clue sry
You don't happen to have Zaps animations aswell do you @bitter skiff , his movements needs alot of repairs and seem to always cause folks issues, I'm currently working on a full smooth movement baseAnim replacer
I removed all other animation mods and still got the problem with beast sneak with spell equipped not working. Seemed to be isolated to this mod in my testing.
Appreciate the follow-up and the work you are doing. King!
I'll try and recreate your issue if I can, you're using fallchildrens magic animations?
I didn't think he touched on beast but I'll look into it
This mod has magic animations for the beasts also, yes. But deleting them still did not solve it in my testing, only disabling the mod. Strange! ๐ค
Awesome, you are super helpful! Let me know how it goes!
does anyone know how to remove the spell vfx for 3rd person alt attacks? I tried to remove the mesh folder (containing only the spell vfx files). They're now gone but there's a giant white box whenever I am spellcasting ๐
the camera movements here are great