As far as I'm concerned, this is a bug fix, not a cheat. Why were we unable to run across the rooftops, which was such a staple in the first game that the pawns had specific dialogue encouraging you to do so? It's like removing parkour from Assassin's Creed. In hindsight, how did they even tile said rooftops if it's apparently impossible for a person to stand atop, let alone walk along, a 40 degree incline?
Edit 1: Now I see why it wasn't allowed. The upper rooftops were clearly not put together with the prospect of the player seeing them up close in mind. I haven't encountered any real issues, but there's a lot of ugly clipping.
Edit 2: I have an idea for another mod that you could build on top of this one! What about a hotkey that temporarily sets the slide angle to 0 while it's being held, so that you can manually make yourself slide whenever you want? I found surfing down stairs while testing this mod pretty fun and I'd like to see it become an actual feature that's controllable by the player in-game.
I'm not sure if this mod is the cause of it, or just the game itself. But every once in a (long) while I find my character stopping, as if reeling over an edge on the terrain. And walking knee-deep inside and through the ground, which I never experienced prior to using this mod. In one instance I actually fell through the terrain onto the beach below, just south-west of the "Spirit's Path" cave, near the statue on the overhead peninsula.
I've experienced similar issues, I think ground collision is actually managed through a script event of some kind. As I've found success mitigating issues like this by resetting my scripts through the [Insert] ReFramework menu.
Edit - Should be noted I mean terrain collision, rocks/cliffs/buildings/and other solid objects don't seem to suffer from this issue. Just the ground itself seems to become ghostly when a certain script load is reached. You could also try increasing your games CPU priority, or potentially just trimming down some script heavy mods.
one question: Can you modify your mod so that this annoying problem is also fixed: Every time the Char and camera wobbles back for a moment when you stop running Who needs this weird step back :(
Got a (rare?) problem, I was using skull splitter while fighting and landed next to a platform where you would normally slide off. I was stuck in an infinite spinning motion and couldn't land until i reset animation. Now i would consider this rare only due to the chance of it happening. But I was able to replicate this by skull splitting next to a wall that has some ledges where you would actually slide off. Most times, you land normally. But sometimes you get stuck spinning.
Of course resetting animation would be the round-a-bout fix but i thought i should still post this here incase if you want to look into fixing it, especially since it could affect your combat experience. Or perhaps this is just something we have to live with considering the chance of it happening.
In other note, I found the emote mod to help in this situation, since it has a key bind reset animation instead of entering reframework every time. This will help in the middle of battle.
Does this also remove that stupid wobble animation that every single humanoid does on the edge of cliffs? Y'know... the one that actively prevents just.... stepping off. I hate that even more than the sliding. I can't even stress enough how much I want to just walk off a ledge sometimes and not get stuck running against the air or flailing like an idiot.... not to mention when it happens to pawns (rendering them useless) or bandits (rendering them also useless)... I'd rather have it the Dark Souls way... where you can just drop to your doom if you're not paying close attention.
No, it doesn't remove that. I just tried it and removing that animation would result in the same behavior (you are still stopped from falling off the cliff) but without the animation. I was also really bothered by this until I installed a no fall damage mod and now I just jump off without fear every time.
I see. That is unfortunate. And I guess no easy way of preventing the block. I don't have much in the way of fall damage concerns either, but sometimes it is insanely disruptive. Just an hour ago I was trying to walk through a cave while firing off Ricochet Hunter, except I somehow got stuck on a rock that would barely come up to my Arisen's knee, and he refused to step down off it. I had to cancel the skill, hold forward and wiggle the stick repeatedly for several seconds just to get him to step off the stupid little rock. I've noticed it also stops the Thief Dodge in its tracks, as well as most dashing attack animations. I think only the Mystic Spearhand one allows for not getting caught on edges. And ironically enough, the only ledges that I could step off easily were the ones that trapped me in the slide animation... and they were usually the ones I did NOT want to fall off. You've remedied that though, which is good.
I just thought of something. Would it be possible for you to add an option so we can set a hotkey to reset the animation if we get stuck? That way instead of going into the UI to do it, we can just press a button on the keyboard and boom resets. Thank you anyway. Love this essential mod.
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Edit 1: Now I see why it wasn't allowed. The upper rooftops were clearly not put together with the prospect of the player seeing them up close in mind. I haven't encountered any real issues, but there's a lot of ugly clipping.
Edit 2: I have an idea for another mod that you could build on top of this one! What about a hotkey that temporarily sets the slide angle to 0 while it's being held, so that you can manually make yourself slide whenever you want? I found surfing down stairs while testing this mod pretty fun and I'd like to see it become an actual feature that's controllable by the player in-game.
I wish there was also a way to disable the auto jumping down when you walk off a cliff.
Edit: I did, in fact, make a "no unintentional movement" mod
In one instance I actually fell through the terrain onto the beach below, just south-west of the "Spirit's Path" cave, near the statue on the overhead peninsula.
Edit - Should be noted I mean terrain collision, rocks/cliffs/buildings/and other solid objects don't seem to suffer from this issue. Just the ground itself seems to become ghostly when a certain script load is reached. You could also try increasing your games CPU priority, or potentially just trimming down some script heavy mods.
How do you go about resetting your RE scripts? Just uninstalling mods and reactivating them?
You can do it in game by pressing insert on your keyboard and clicking script runner. There should be a button that says "reset scripts"
Can you modify your mod so that this annoying problem is also fixed:
Every time the Char and camera wobbles back for a moment when you stop running
Who needs this weird step back :(
'Nuff said, endorsed.
Of course resetting animation would be the round-a-bout fix but i thought i should still post this here incase if you want to look into fixing it, especially since it could affect your combat experience. Or perhaps this is just something we have to live with considering the chance of it happening.
In other note, I found the emote mod to help in this situation, since it has a key bind reset animation instead of entering reframework every time. This will help in the middle of battle.
Y'know... the one that actively prevents just.... stepping off.
I hate that even more than the sliding. I can't even stress enough how much I want to just walk off a ledge sometimes and not get stuck running against the air or flailing like an idiot.... not to mention when it happens to pawns (rendering them useless) or bandits (rendering them also useless)...
I'd rather have it the Dark Souls way... where you can just drop to your doom if you're not paying close attention.
I don't have much in the way of fall damage concerns either, but sometimes it is insanely disruptive. Just an hour ago I was trying to walk through a cave while firing off Ricochet Hunter, except I somehow got stuck on a rock that would barely come up to my Arisen's knee, and he refused to step down off it. I had to cancel the skill, hold forward and wiggle the stick repeatedly for several seconds just to get him to step off the stupid little rock.
I've noticed it also stops the Thief Dodge in its tracks, as well as most dashing attack animations. I think only the Mystic Spearhand one allows for not getting caught on edges.
And ironically enough, the only ledges that I could step off easily were the ones that trapped me in the slide animation... and they were usually the ones I did NOT want to fall off. You've remedied that though, which is good.