#third person alt attacks (a ReAnimation plugin)

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polar pawn
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Did you use my fix, I posted, also I might be able to drag the time text keys out to make them slower

warm pier
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Thank you both

polar pawn
eternal dune
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Ah, so all sorts of casting animation replacers will be overwritten by this mod?

ember nebula
eternal dune
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Thanks, that solves a longstanding issue I had in my modlist ๐Ÿ˜…

ember nebula
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@formal saffron thanks for the report

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and thorough checking what's up there.

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@formal saffron apart from the error, does something break?

formal saffron
warm pier
# ember nebula

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

ember nebula
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@polar pawn any idea here?

polar pawn
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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

polar pawn
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drop this in your animations guys see it it helps

warm pier
glossy burrow
glossy burrow
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The answer is to remove the movement.kf files from the 1st person folder in reanimation, then it works fine sipsshein

formal saffron
polar pawn
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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.

formal saffron
formal saffron
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Thx for the fix anyway

glossy burrow
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is there a way of removing the constant magic fx from the hands but keep the animations?

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i mean, i know there are ways, whats the easiest ๐Ÿ˜…

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i have greenhorn blender abilities

glossy burrow
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Oh it's a setting in the menu ๐Ÿ˜‚ffs.. thanks!

narrow oyster
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sorry, but would you please re-send this invite?

narrow oyster
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and one last question xD, what camera mod do you use?

narrow oyster
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found it through chatgbt lol

narrow oyster
minor ermine
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@ember nebula are you still working on this?

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I have no idea whats causing it, all I know is at one point it was fixed

hot summit
ember nebula
minor ermine
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I made a blank install with only this mod and the issue is gone, it was somewhee on my side

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now to find out where

ember nebula
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And why it vanished for a short time

minor ermine
formal saffron
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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.

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If I kill her before she casts anything, there is no bug

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@ember nebula

formal saffron
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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
ember nebula
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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.

versed scarab
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Ajira's a female khajiit, so between one of those two descriptors, she probably doesn't have the animations attached.

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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

warm pier
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I can confirm seeing something similar with female khajifs

odd quest
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Could umo support be added to the download page?

odd quest
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Uhh.

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I might of found a minor bug??

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It's weird.... It could be something else but idk.

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If I am in the magic stance and wait a few seconds without moving my character starts spinning.

calm sorrel
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Lmao

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You spin me right round baby right round...

warm pier
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I think it's related to beast races if I remember correctly

devout grove
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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 notsureif

copper shard
devout grove
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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 notsureif

bitter skiff
# odd quest <@836572380162818069>

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.

radiant shadow
copper shard
# radiant shadow Plus, I'd like to see the feature of later TES games where multiple swings in su...

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

devout grove
devout grove
copper shard
copper shard
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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

radiant shadow
copper shard
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My c++ is too rusty and was never that good in the first place, so can't do anything with it myself

radiant shadow
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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

copper shard
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yeah that too

radiant shadow
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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

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Because right now the "optimal" way to play is you only see one animation

copper shard
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"optimal" but yeah. animations do help however - the alternating directions of strikes in 3pAA and re-animation are great

radiant shadow
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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

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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.

bitter skiff
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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.

scarlet badge
bitter skiff
# scarlet badge You can just delete the idle animation files you donโ€™t want in animation folders...

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.

scarlet badge
calm sorrel
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No clue sry

polar pawn
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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

bitter skiff
polar pawn
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I'll try and recreate your issue if I can, you're using fallchildrens magic animations?

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I didn't think he touched on beast but I'll look into it

bitter skiff
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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! ๐Ÿค”

Awesome, you are super helpful! Let me know how it goes!

marble tendon
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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 ๐Ÿ™

minor ermine