the duration underneath HK_SPLINE_COMPRESSED_ANIMATION, the timing above each annotation (like weaponSwing or HitFrame, for example), then the duration towards the bottom below hkaDefaultAnimatedReferenceFrame. some animations don't have the duration entry at the end.
Could you please fix the vanilla animation for sprinting in Power Armor with your fists raised? It uses the animation for sprinting without PA, so it's very fast with small steps. Unlike the other PA sprint animations that display the weight and bulk of the suits. You can see what I mean, simply sprint in Power Armor, in first person, then do it again but this time with your fists equipped/raised.
I tried to fix the issue by slowing down the movement speed, but this only resulted in limiting the distance you sprinted, and not the speed of the actual animation. I therefore believe what you have done with this mod is exactly what needs to be done to fix my issue.
it took some figuring out since I couldn't get my hands on 3DS Max and had to jury-rig it on my own. my first attempts at it had the faster animation speed but the character's torso would bend at an inhuman 90 degree angle with every swing. took a while to get everything all done but I think it was worth it, and I was excited to able to share it here on the nexus for anyone else to use.
if you can figure out how to force 3rd camera while having a melee weapon out, it should make this mod feel nice and polished. like: https://www.nexusmods.com/fallout4/mods/68931 and: https://www.nexusmods.com/fallout4/mods/46244
Bethesda's logic; nerf the s#*! out of automatic weapons, reducing player damage by 50% on very hard, slow @ss melee and unarmed animations and a million other non logical "features". So thanks a bunch for this mod, which makes using the breaching hammer added by SIG MCX Virtus even more fun to use.
even the poor Submachine Gun couldn't escape Bethesda's nerf bat and they had to slap damage reductions on its receiver mods even though it's auto-only. glad to hear that you're having fun with the mod.
There is one additional 3rd person spin attack animation with the breaching hammer while you're in Power Armor. Both hilarious and badass combined with "Pain Train And Impact Landing - Buffed And Reworked" - Highly recommend that one to anyone who's reading this.
Thanks again for fixing something that should've been vanilla.
it's probably because they put too much emphasis on consumable sources of power and couldnt be bothered balancing since gunplay was a separate team/skillset to animation. thus we got animations that match movement instead of ones that sync 3rd/1st person. Probably symptoms of organically integrating ideas into your game.
This mod is sweet, very good stuff. Something I have noticed is that 3rd person melee animations are notably faster than the 1st person ones. Just wondering if its something to do with the mod or if its a vanilla thing I've never noticed.
it may be the mod exacerbating differences in the vanilla animations since it's just a blanket reduction in the animation annotation timings, effectively speeding up the animations. it was a very noticeable issue with power armor 2-handed animations going from 1st to 3rd person, so it's definitely possible that it was also an issue with the standard melee animations.
after further testing and investigation, I found out that I forgot to speed up the 1st person animations for weapons using the AnimsBoard keyword, which only affects the Board in vanilla but is also used by various melee weapon mods like the Livewire, Capital Wasteland Super Sledge, Mojave Bumper Swords and Vertibird Blade, and F4NV Nuka Breaker and Rebar Club. there's still a slight difference in speed between 1st and 3rd person, but it's much less noticeable now. let me know if this fixed your issue.
Btw your new file More Responsive Blocking has a slight conflict with Simple Dodges, just requires a single FO4Edit but it looks kinda important :-) maybe you will upload a compatibility patch. Thanks again
certainly, and thanks for checking out the mod. I couldn't get the timing down very consistently on controller during my testing but I'll swap to mouse and keyboard and do some more testing. I'll try to get a patch up soon. thanks for letting me know.
Thank goodness. Was just thinking about this a couple of days ago, when fighting feral ghouls. That if my melee attacks was just slightly faster they would have less chance of getting interrupted 99% of the time by the feral ghouls attacks which is about 3 times faster than your own.
Issue is bethesda thinks something equal to a desiccated corpse has the reflexes of a martial arts master. Even if it feels no pain its 200 years old and falling apart.
34 comments
You can see what I mean, simply sprint in Power Armor, in first person, then do it again but this time with your fists equipped/raised.
I tried to fix the issue by slowing down the movement speed, but this only resulted in limiting the distance you sprinted, and not the speed of the actual animation. I therefore believe what you have done with this mod is exactly what needs to be done to fix my issue.
Good job on actually sticking in and editing the animations, I'd have no clue how to and would probably get frustrated half way through doin it :P
like: https://www.nexusmods.com/fallout4/mods/68931
and: https://www.nexusmods.com/fallout4/mods/46244
So thanks a bunch for this mod, which makes using the breaching hammer added by SIG MCX Virtus even more fun to use.
Both hilarious and badass combined with "Pain Train And Impact Landing - Buffed And Reworked" - Highly recommend that one to anyone who's reading this.
Thanks again for fixing something that should've been vanilla.
thus we got animations that match movement instead of ones that sync 3rd/1st person.
Probably symptoms of organically integrating ideas into your game.
Btw your new file More Responsive Blocking has a slight conflict with Simple Dodges,
just requires a single FO4Edit but it looks kinda important :-) maybe you will upload a compatibility patch. Thanks again
edit: patch is up now. thanks again.