* I will update to enable slow-mo if you show me your demonstration of real slow-mo power first. Hint: this mod is potentially compatible with some slow-mo mods like HuJohner's one.
* Carry weight penalty is still adjusting but this mod constrains only moving by your controllers and DOESN'T constraint your real-life moving.
Hint 1: Instead of asking me to make the normal speed faster or configurable, you can move fast by yourself as you want. Very realistic, isn't it? Hint 2: I plan to make a new mod which constrains both in-game and leal-life moving. please look forward!
mods super fun for duelling but trying to get through outposts moving at a snails pace is... well, it loses its fun value quickly. I do with there was a version with normal move speed, however from the pinned comment i assume you are somewhat against that. Shame, guess ill poke around the file and see if i can figure it out myself then - would you be opposed to me uploading the normal-speed version for other users if im successful?
Edit: Movement actually seems very easy to adjust just by opening the file. Tried setting all values up to around the ballpark of 0.75 (assuming 1.0 is default) and going to see what that feels like, I'm happy to feel a bit less like a weightless acrobat I just don't want to have to slog through waist-deep mud to reach the next fight.
I'm having an issue where my character is the weight of a feather, still proper movement but if i stab someone for example i can just start moving my arm with the sword inside him and just be floating around
also if i go to stab a wall i will literally be able to push myself off of it with the sword.
https://gyazo.com/b5426c1e8752d69aa3cb4802a909e7fe (------- this is my mod list i cant imagine any conflicts, please contact if you have any idea i cant play without this mod
I really love this mod thanks for your hard work, how do i solve my avatar lifting up by blade collision on hard things(swords, rock table)? Is it compartible with fast weapon handling mod and butterstabs?
> how do i solve my avatar lifting up by blade collision on hard things(swords, rock table)? This is a feature intended to simulate the physics reaction. But, our avatar and enemies are too strong to pull you or lift up yourself. I'm trying to adjust this.
> Is it compartible with fast weapon handling mod and butterstabs? In the sense of whether they will cause a crash, yes. However, note two topics: I don't recommend using Fast Weapon Hadnlign because I found swinging weapons very fast causes physics glitches frequently. In addition, I plan to add features to change the weapon handlings and damages.
awsome! also do you have in mind making leverage physics like strong and weak of the blade? weak part of the blade gets easier to be pushed away and strong part more rigid, and it also affects to make correct posture to parry the incoming attack.
I know this concept of Medieval German longsword fighting. However, currently, it's priority is low. I assume this phenomenon is compsed of the moment dynamics and steel elasticity. The former is built in this game's core physics simulator, and the latter is not. But implementing elasticity simulator is quite difficult, and I'm satisfied the current physics engine.
From a different perspective, I believe the issue lies elsewhere. I want to fix that AIs are recoiled as if they and their weapons have no weight when parrying. The sword binding looks more realistic if they should swing the weapons powerfully.
I don't have concerns about steel elasticity because I don't think elasticity is significantly related to leverage. My concern is not about simulating a real fight (even though I've linked German longsword videos). It's just my personal wish to see a game that can properly simulate "leverage."
I imagine that if you solve the recoil problem of the AI, then you could possibly consider the next step. I'm very positive that you take what you do seriously, so I'll be rooting for you no matter what you do.
Yes, I said "moment dynamics," which means the leverage. Clearing my thoughts: the B&S's physics simulator works well, including the leverage. On the other hand, the other settings, such as AI behaviors, controller input, and so on, don't refine well. I believe this is why we feel not realistic, not owing to the physics simulator. So now I'm tackling these problems. If, after that, the leverage looks ill, I would have to overhaul that.
this is cool and all but its really unenjoyable when you have no slo mo and can barely move 2 inches in a second, and no, not everyone has a whole room for vr or a long enough cable even (scrolling thru his responses and jesus the ego on this guy)
I know the cable and room problem. In the long run, I will prepare two options, for a player with a large room and for the other players. (e.g., the extreme mode is for the former)
But I wonder why many people want slow-mo. do you dislike telekinesis? is HuJohner's slo-mo parry mod not enough? I can't understand this point because I personally actually hardly use slow-mo because of slow.
some of us like recording slow motion footage where we can do impossible feats, or perhaps for reaching a hard to jump spot, or just enjoy it outright. i dont see why adding it as an option for those who want it is a problem, its not like you're forcing slow mo on everyone nor is it impeeding on anyone else's fun. if you dont want slow mo, just disable it in the mod settings? perhaps you can set it to disabled by default so the ones who want it have to enable it sparately
for me, the best part is the disabling of telekinesis because i like punching enemies without flinging garbage around the map, but i use slow mo often so its sad that i have to choose between the two. ._.
Slow mo just like walking is an optional thing to begin with. You dont have to use it but it can be helpful. Walking: if you ahve a small room i can slightly adjust to not run into objects inside my room but once i have adjusted I go back to real life walking. Anyone haveing a huge room can just simply use it instead of VR sliding. Slow mo: as someone who wants to train real life martial arts moves it can be useful to gradually increase the speed to practive routines. If you dont like slow mo to begin with then simply dont use it. Anyone who dislikes slow mo from the people downloading this simply dont have to use it.
If you go inside the creature folder inside the mod and open the json file, you can change the movement speed. After that, just go to the mod page of the mod in game and switch physical abilities or something from realistic to default, and it'll be changed to whatever you put it as.
Can you make it a feature to be able to change magic, focus, and telekinesis separately on the in-game mod page? I'm trying to have a realistic modlist with slow motion.
158 comments
Hint: this mod is potentially compatible with some slow-mo mods like HuJohner's one.
* Carry weight penalty is still adjusting but this mod constrains only moving by your controllers and DOESN'T constraint your real-life moving.
Hint 1: Instead of asking me to make the normal speed faster or configurable, you can move fast by yourself as you want. Very realistic, isn't it?
Hint 2: I plan to make a new mod which constrains both in-game and leal-life moving. please look forward!
Edit: Movement actually seems very easy to adjust just by opening the file. Tried setting all values up to around the ballpark of 0.75 (assuming 1.0 is default) and going to see what that feels like, I'm happy to feel a bit less like a weightless acrobat I just don't want to have to slog through waist-deep mud to reach the next fight.
also if i go to stab a wall i will literally be able to push myself off of it with the sword.
https://gyazo.com/b5426c1e8752d69aa3cb4802a909e7fe (------- this is my mod list i cant imagine any conflicts, please contact if you have any idea i cant play without this mod
how do i solve my avatar lifting up by blade collision on hard things(swords, rock table)?
Is it compartible with fast weapon handling mod and butterstabs?
This is a feature intended to simulate the physics reaction. But, our avatar and enemies are too strong to pull you or lift up yourself. I'm trying to adjust this.
> Is it compartible with fast weapon handling mod and butterstabs?
In the sense of whether they will cause a crash, yes. However, note two topics: I don't recommend using Fast Weapon Hadnlign because I found swinging weapons very fast causes physics glitches frequently. In addition, I plan to add features to change the weapon handlings and damages.
https://www.youtube.com/watch?v=Yesokws-qPQ
From a different perspective, I believe the issue lies elsewhere. I want to fix that AIs are recoiled as if they and their weapons have no weight when parrying. The sword binding looks more realistic if they should swing the weapons powerfully.
I imagine that if you solve the recoil problem of the AI, then you could possibly consider the next step. I'm very positive that you take what you do seriously, so I'll be rooting for you no matter what you do.
But I wonder why many people want slow-mo. do you dislike telekinesis? is HuJohner's slo-mo parry mod not enough? I can't understand this point because I personally actually hardly use slow-mo because of slow.
Walking: if you ahve a small room i can slightly adjust to not run into objects inside my room but once i have adjusted I go back to real life walking. Anyone haveing a huge room can just simply use it instead of VR sliding.
Slow mo: as someone who wants to train real life martial arts moves it can be useful to gradually increase the speed to practive routines. If you dont like slow mo to begin with then simply dont use it. Anyone who dislikes slow mo from the people downloading this simply dont have to use it.