Hmm ... that's almost all. lol I changed the value carefully by hand. You can also make it in another variation. How fast do you like? By the way, if you make it twice as fast, the enemy's weapon may pass through the player's body. I do not recommend it because bugs occur frequently. If you want to be a little slower, just change the value to 1.25. Understand that if you want to do it, you will be at your own risk.
Hey thx for the reply. Since making the OP comment you responded to, I've been running up and down the Nexus trying to find mods that not only increase enemy attack speed, but also increase the attack frequency. I have a youtube channel that I'm posting vids on and right now I'm working on a video of me doing high speed sword battles against groups of enemies and so far, I have it just how I want it.
The only things I feel I need to adjust is NPC attack speed and most importantly, the interval of attack. I know that right now there isn't really anything out there to give NPC's longer combos, but if there was it'd be a dream come true. I've been practicing against NPC's while using your mod and I have become very, very proficient at holding my own in a fight. The one thing I yearn for is enemies that have a longer string of attacks. I can picture how badass it would look to have a fight where the NPC and myself are locked in combat with a flurry of attacks going back and forth at high speed like fights between Jedi and Sith or Cloud and Sephiroth.
Actually, now that I think about it, a mod that made brighter and larger sparks from weapon clashes would also make it more badass too. Like imagine the area lighting up with flashes from attack blows.
Sorry. I was a bit sick. I was also curious about the behavior of enemy NPCs, so I was looking into it. Perhaps you need to UNZIP the BaS.jsondb file and investigate regarding the combo you are thinking of (2 or more sword strikes) etc. Usually it seemed to be linked to a brain code called single strike. All enemy attacks are supposed to be included in the code of the animation file. Basically, the continuous strikes occur when the single strike erases the delay in some way. So, fighting a dual sword style enemy at close range, etc. might fall into that category. Since one-handed sword style enemies are the basis of the current U11.3 base game, it might make a nice change if two-handed sword style enemy NPC animations are added in the future. The one-handed style enemy Wave has a specific attack pattern, although such an element does not appear to be planned for the next U12. So perhaps you find it very boring. I can understand that feeling too.
Read carefully. It's a little difficult because Quest 2 account management may differ from person to person. There is no procedure lecture. Only available to those who do not give up.
I can't explain it in detail. You need to find out this yourself. : D good luck!
14 comments
I changed the value carefully by hand.
You can also make it in another variation.
How fast do you like?
By the way, if you make it twice as fast, the enemy's weapon may pass through the player's body. I do not recommend it because bugs occur frequently.
If you want to be a little slower, just change the value to 1.25.
Understand that if you want to do it, you will be at your own risk.
The only things I feel I need to adjust is NPC attack speed and most importantly, the interval of attack. I know that right now there isn't really anything out there to give NPC's longer combos, but if there was it'd be a dream come true. I've been practicing against NPC's while using your mod and I have become very, very proficient at holding my own in a fight. The one thing I yearn for is enemies that have a longer string of attacks. I can picture how badass it would look to have a fight where the NPC and myself are locked in combat with a flurry of attacks going back and forth at high speed like fights between Jedi and Sith or Cloud and Sephiroth.
Actually, now that I think about it, a mod that made brighter and larger sparks from weapon clashes would also make it more badass too. Like imagine the area lighting up with flashes from attack blows.
I was also curious about the behavior of enemy NPCs, so I was looking into it.
Perhaps you need to UNZIP the BaS.jsondb file and investigate regarding the combo you are thinking of (2 or more sword strikes) etc. Usually it seemed to be linked to a brain code called single strike.
All enemy attacks are supposed to be included in the code of the animation file.
Basically, the continuous strikes occur when the single strike erases the delay in some way.
So, fighting a dual sword style enemy at close range, etc. might fall into that category.
Since one-handed sword style enemies are the basis of the current U11.3 base game, it might make a nice change if two-handed sword style enemy NPC animations are added in the future. The one-handed style enemy Wave has a specific attack pattern, although such an element does not appear to be planned for the next U12.
So perhaps you find it very boring.
I can understand that feeling too.
Translated with DeepL
Read carefully.
It's a little difficult because Quest 2 account management may differ from person to person.
There is no procedure lecture. Only available to those who do not give up.
I can't explain it in detail. You need to find out this yourself. : D good luck!