1.2 has smoother animations. Now, these animations are tagged as "CYCLE_LOOP", which has huge implications. It basically means that you'll be able to "cancel" out of a stagger by doing a dive or roll in Project Agility. Basically, CYCLE_LOOPs can be interrupted.
i'm trying to do it with kNVSE, i made the condition "this != Player" and placed the animations files on "meshes\AnimGroupOverride\dramaticStagger\_male\idleanims" but instead of replacing just the stagger animations, all the animations play on literally every npc as if it was their default idles, even creatures, i wonder if it is just not possible to replace animations on the idleanims folder or am i just doing this completely wrong?
im assuming this and ragdolls conflict, cause ever since downloading this, enemies kinda jump around all over the place when they die, is this why you also made fetal skeletons? im getting that vibe for some reason
Awesome Crippling Effects 2 - Dancing Ragdolls version has an effect where enemies will squirm after being killed. That might be what you're seeing. It looks better with Fetal Position Skeleton, yes. If you don't like it, you can use the version without Dancing Ragdolls.
the enemies squirming alone is fine, but im talking like on death they start flying around like i set off 20 mines near them; i don't think that's meant to happen, is it
It's probably because the 3rd person skeleton you're using is lighter than the vanilla or fetal position skeleton. Not a glitch, but yeah it can look silly.
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Dramatic Inertia: No.