The main changes are in the article on the page. - In summary, the bug that caused dual-wielding ranged weapons to not deal the damage of the secondary weapon has been fixed. - The character.txt has been removed, so I hope it doesn't cause further movement issues with creatures like ogres. - The normal dual-wielding animation has been added for dual-wielding ranged weapons, along with another animation for 4 animations and 3 for those. - The version with effects is now triggered using a spell brought by the mod: purple to apply effects and yellow to remove effects on attacks. The game starts with the version without effects on hits. - A hit sound has been added to both versions and a disarm attack hit effect for the version without effects.
It seems new patches made all smite spells to use same swinging motion can you see if you can make Divine Smite to use Jump attack animation again? I find jumping attack animation is perfect for Smite.
I thought about doing something similar, but then remember that the Smit allowed you to add it to the impacts (or I do not know if I will be inventing it) as a reaction.
In any case, I will look at the matter, it should be an easy thing.
Edit: If they got rid of it will be a problem, since there would be no order of animations that it used to have to allow the jump attack in all animations, I will look at the fallen attack of Barbaro Aguila to see how such.
I was able to restore it by modifying spell target animations but i do believe it is a bug which happened in honor mode but it seems with patch 6 rather than fixing it standard rule also got affected by it. Animation is still there and your mod make use of the jump attack animation but at this point without a mod Smite does not use jump attack animation.
The problem I see is that the edition was deeper, not in the sense that the skill codes in the Spell_target changed, but also changed the LSX where those animations or the GR2 are saved where they are, which no longer handled, He has the same codes he had before. What I can do is find a similar animation looking at a teacher of arms and barbaro from Aguila
For some reason, after generating 6.1, only tieflings and gith were triggering the dynamic animation, so I had to downgrade the passive that does the job to race level 1 for each, leaving the character.txt practically unused. But we do have attack animations!
So, love the mod idea. However, I notice it doesn't work well with anything that modifies target_mainhandattack. Like the Mindweaver class's Soul Scion and one of the Forceblade's spells.
The mod bases its system on randomly interspersing Target_Weaponmainattack, anything that touches that, its unarmed version and its projectile version conflict.
These mods, like firearm mods, use a modified attack that they set as the weapon's preferred attack, so they effectively don't work. I tried patching it at the time, but it was very difficult. I wouldn't mind if someone modified it by patching it.
For some unknown reason, Lae'zel didn't trigger the animation system; it's been fixed.
For now, all I'm missing is the invisibility cloak mod for kills. I'll continue working on adding more unarmed monk moves to the attack repertoire, and finally, I'll add as many animations for the new subclasses as I can. (I'm not promising anything about this, because I can't even find them in the regular files.)
Any old bugs you're still waiting to test or new ones that have arisen, please leave them in the "bugs" section so I can keep track of them. It's been a while, and I don't remember the ones you've left in the comments (or if I've resolved them).
After uninstalling it through mod manager the animations still play and has an awkward reset after swinging your weapon and reinstalling the game does not work.
Thanks for the quick response and fix. I am trying to put the mod into bgmm but it's not showing up anywhere. It says it is succesfully imported and I verified it is in the mods folder with all the others I have. But it is not in the load order or overrides.
Hello. I have been tracking this mod since October 2023. Have you fixed the issue of the disappearing attack animations of the summons in the bug tab? I am asking cautiously because the mod was updated today. Thanks for your great work.
I was referring to the report "Myrmidons lose their combat animations" in the bug section. I'm relieved that the modder said there was nothing wrong. Thank you for your reply.
239 comments
- In summary, the bug that caused dual-wielding ranged weapons to not deal the damage of the secondary weapon has been fixed.
- The character.txt has been removed, so I hope it doesn't cause further movement issues with creatures like ogres.
- The normal dual-wielding animation has been added for dual-wielding ranged weapons, along with another animation for 4 animations and 3 for those.
- The version with effects is now triggered using a spell brought by the mod: purple to apply effects and yellow to remove effects on attacks. The game starts with the version without effects on hits.
- A hit sound has been added to both versions and a disarm attack hit effect for the version without effects.
In any case, I will look at the matter, it should be an easy thing.
Edit: If they got rid of it will be a problem, since there would be no order of animations that it used to have to allow the jump attack in all animations, I will look at the fallen attack of Barbaro Aguila to see how such.
Animación clásica de Divine Smite. en Baldur's Gate 3 Nexus - Mods y comunidad
I feel the very late answer, good lord
These mods, like firearm mods, use a modified attack that they set as the weapon's preferred attack, so they effectively don't work. I tried patching it at the time, but it was very difficult. I wouldn't mind if someone modified it by patching it.
For now, all I'm missing is the invisibility cloak mod for kills. I'll continue working on adding more unarmed monk moves to the attack repertoire, and finally, I'll add as many animations for the new subclasses as I can. (I'm not promising anything about this, because I can't even find them in the regular files.)
game does not work.
how to fix?
Unarmed animations still bug out on my BT4 Tav.
At first glance, it seems like an incompatibility with something.
Try testing them alone, because they work perfectly for me, so I suspect it's an incompatibility with some mod.
Are you using UTav or something similar? Although it shouldn't cause any problems either.
Thanks!
I am trying to put the mod into bgmm but it's not showing up anywhere. It says it is succesfully imported and I verified it is in the mods folder with all the others I have. But it is not in the load order or overrides.
NVM, It's in my load order now.
I have been tracking this mod since October 2023.
Have you fixed the issue of the disappearing attack animations of the summons in the bug tab?
I am asking cautiously because the mod was updated today.
Thanks for your great work.
I'm relieved that the modder said there was nothing wrong.
Thank you for your reply.