Thank you for this awesome mod man! One quick question will this ever have compatibilty for beast races? I sometimes play an Argonian having these anims for 1h would make it so much better. Thanks again!
I dont remember 100% but timings of animations should be intact. It _seems_ that its slower because its configured in a way that animation has a longer transition tail at the end, which is done using animation blending config. Actual animation length (as in "amount of frames in the animation file" should be intact, i.e, you can spam exactly the same amount of attacks per second as in vanilla.
Amazing mod! You mentioned it was possible to mix it with other third person mods. i wanted this and animation compilation in vanilla is there anywhere you could guide me to do this?
Hi! Yes, i didnt update the description because I wasn't able to get consistent results myself. I haven't tried with this mod though, only with my other animation mod. I posted a short instruction and link to animation merging tool here https://www.nexusmods.com/morrowind/mods/52596?tab=description under Vanilla/MWSE compatibility. I have no promises that it will work flawlessly - but try it, maybe it will. And for these new animations to flow properly with existing ones - you will also need to install mwse animation blending mod - https://www.nexusmods.com/morrowind/mods/53779
I can't install this with MO2 as the directory layout is wrong. Should I rezip the animation folder within a data file folder?
EDIT: I popped it into my data files folder and it worked as you said. I did, and always read the description and instructions before installing, but I never manually install mods, I only use MO2 just so I can easily disable them with out having to manually delete files from the data files folder if something goes wonky! It's just the instructions say you can install with MO2 but without restructuring the folder layout, it will bring up an error when installing. Anyway, thank you very much for a great mod <3
Hey, as far as I remember this mod uses OpenMW-specific animation override system, in those cases its completely normal for MO2 to claim that the file structure is wrong. You just install it anyway and everything should work. (that error doesn't prevent you from installation, its only a warning).
Hey brother, it seems this is incompatible with Tamriel Rebuilt's Skeletons, they have an animation where they like fall into a pile of bones when they die, and they seem to just flip from a pile of bones to standing repeatedly when this mod is active. Tried to diagnose it myself and that's as far as i got. LOL
To get back to it - issue is kind of too niche to spend time trying to figure it out, sorry. If its caused by this mod an not anim comp, I guess nothing is perfect :)
Totally agreed, not to mention I've been trying to diagnose it for a week and cant LOL. If i happen to find out what the issue is ill let you know though for sure my man.
@ModDownloader3000 its a matter of personal taste, this was made specifically for 1h animations to look better in Mercy and in general. To my personal taste ofcourse. Play a bit without it, then take a look at the gifs - if you don't see/feel a difference - then you shouldn't feel like you have to install it.
Can't guarantee but gameplay wise frame data is the same, there an additional post-attack transition now but it purely visual and doesn't affect the overall swing speed nor the amount of attacks per second. That is if you mean the attack swing animation speed, otherwise not sure what you mean? Actual character running/walking speed? That should be unaffected.
Simply running with drawn weapon? Well depends on what you are comparing with. This mod uses anim compilation movement animation, it is different than vanilla, character takes longer strides and footsteps sound is heard less frequently, this might give an impression that you are moving slower. But the actual movement speed should be the same.
Have you compared it to vanilla (non-animation compilation) idle3? Im not 100% sure that its the case with this one, but some of the idles have some foot sliding even in vanilla. This mod doesn't fix vanilla foot sliding, only sliding introduced by anim comp on top of vanilla.
Looks badass right? Its not a revolver in a common sense though, it's a gmod-like toolgun that allows to move objects around, very nice utility mod to quickly fix misaligned objects and such
Working on animations is very very time consuming, at least for me. I don't really feel like working on more of them at the moment. So, unfortunately no. Honestly with how inactive morrowing animation modding is you better start learning animating if you really want it. its not that difficult, look up blender nif exported, and blender tutorials on animating and NLA editor. Thats all you need to start.
Animations are not programming, its a much more visual/artistic endeavor, and you can always learn if you feel like it, there are tons of blender tutorials online ;)
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EDIT: I popped it into my data files folder and it worked as you said. I did, and always read the description and instructions before installing, but I never manually install mods, I only use MO2 just so I can easily disable them with out having to manually delete files from the data files folder if something goes wonky! It's just the instructions say you can install with MO2 but without restructuring the folder layout, it will bring up an error when installing. Anyway, thank you very much for a great mod <3
That is if you mean the attack swing animation speed, otherwise not sure what you mean? Actual character running/walking speed? That should be unaffected.
Vanilla vs. This mod:
https://www.nexusmods.com/morrowind/mods/53779
Where did you get that revolver as shown in the second screenshot?
Its not a revolver in a common sense though, it's a gmod-like toolgun that allows to move objects around, very nice utility mod to quickly fix misaligned objects and such
https://gitlab.com/modding-openmw/s3ctors-s3cret-st4sh/-/tree/master/toolgun?ref_type=heads