Anyway we can just adjust the swing speed (Ie just overall make it slower)
I am using Drastic Combat and with it the swing speeds are getting insane, for the high level characters they are unbeatable. Cannot find anyway to just slow the swing speed down for all weapons.
If you can point me in the right direction that would be great man.
Hey, awesome mod. Was wondering: when you say lengthens time of animation and increases window for collision checking are these the same process or two different processes controlled by different parameters? e.g. : I increase animation duration and it automatically increases the window for collision because the animation is longer or there is a parameter which allows the hit detection to happen sooner and within a smaller time frame and lengthening the animation is a nifty redundancy that keeps it graphically coherent?
I'm guessing at how it works based on my testing. Lengthening the animation causes the window for collision to be bigger. You can just adjust the animation time and get a longer collision detection window. So your first answer.
You DO realize that, due to the late post of your's, it stands for the new patches, e1.5.4 Main/Stable and e1.5.5 Beta versions, right? Is it compatible?
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I am using Drastic Combat and with it the swing speeds are getting insane, for the high level characters they are unbeatable. Cannot find anyway to just slow the swing speed down for all weapons.
If you can point me in the right direction that would be great man.
Basically, you'll want to edit the animations_combat.xml file in this mod's files.
Was wondering: when you say lengthens time of animation and increases window for collision checking are these the same process or two different processes controlled by different parameters?
e.g. : I increase animation duration and it automatically increases the window for collision because the animation is longer
or
there is a parameter which allows the hit detection to happen sooner and within a smaller time frame and lengthening the animation is a nifty redundancy that keeps it graphically coherent?
Is this needed with the latest e1.4.3 main and e1.5.0 beta?
Thanks!
Is it compatible?
Did they fix it with the latest e1.5.0 Main and e1.5.1 Beta?
Or this needs to update?
Thanks!
Thanks!!!