For me the murkdweller animations from SI creatures result to a CTD upon loading the game, so i excluded those. Im leaving this here for anyone who is downloading the mod nowadays and has a similar issue.
Wait ... This makes stagger worse ( more common ) by increasing the circumstances in which stagger is likely, by "fixing" missing files? Why would you describe stagger as the bane of Oblivion players and then make it worse? Or am I confused?
If I want to make it where my characters can never get staggered and never suffer recoil, are there files I can remove? Or a way to set the chance to zero with the Construction Kit? The one mod I found claiming to remove stagger only works apparently in 3rd person.
depends on how stagger is applied, 255 agility and heavy armor mastery = stagger locked by clannfear, get gud i suppose
https://en.uesp.net/wiki/Oblivion_talk:Agility#Stagger_and_knockdown I noticed something strange that could easily be repeated ad infinitum: I was completely unable to be staggered while my weapon was away, regardless of Agility or blocking.
but really the formula for staggering just needs to be altered and you'd be good to go. good luck finding that out amongst buried posts, deleted accounts, janny rage bans and most genius leaving or moving to sex mod paradise.
Not sure if anyone copies, but... The good news is that I've added support for Creature Diversity. No idea if I've done it all right, but it seems so. The better news is that I've added plain recoil.kf files as well where they were lacking. These aren't strictly necessary because recoil is normally only played when blocking an actor's hit, but it will allow for them to "suffer" from recoil when using the PlayGroup Recoil command with no weapon readied. And the strange news, I've figured why clannfears cannot block despite having animations for it. It's because they have a handtohandblockidle.kf and hit.kf files, but for some reason, for an actor to be able to block at all, it needs plain blockidle.kf and blockhit.kf files before any variations of them can be used. And I found the same issue with Xivilais and Jyggalag. Jyggy is easy enough to fix as the clannfear, but Xivilais have the problem that their only block animation is for a two handed weapon, so it doesn't look right when they are wielding no weapon. I could try giving them a block animation from some other creature, but I doubt any of them is going to look right due to model stretching.
This also means that the package is going to have little to do with what it currently is, since I'm adding an awful load of new animation thingys. Should have sat on it a few more years before deciding to release it.
Great amendment I understand that if I use Creature Diversity (besides OOO and MMM) I need to tweak it to my needs, right? Or do you plan to expand this mod to include these creatures, too?
Depends. If Creature Diversity has the new creatures' models in the filepaths that vanilla creatures use, you needn't tweak anything since they will benefit from the stagger.kf files there. Otherwise you'll have to copy the suitable stagger.kf file to the folders lacking one. I'll give it a look.
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If I want to make it where my characters can never get staggered and never suffer recoil, are there files I can remove? Or a way to set the chance to zero with the Construction Kit? The one mod I found claiming to remove stagger only works apparently in 3rd person.
https://en.uesp.net/wiki/Oblivion_talk:Agility#Stagger_and_knockdown
I noticed something strange that could easily be repeated ad infinitum: I was completely unable to be staggered while my weapon was away,
regardless of Agility or blocking.
but really the formula for staggering just needs to be altered and you'd be good to go. good luck finding that out amongst buried posts, deleted accounts, janny rage bans and most genius leaving or moving to sex mod paradise.
The good news is that I've added support for Creature Diversity. No idea if I've done it all right, but it seems so. The better news is that I've added plain recoil.kf files as well where they were lacking. These aren't strictly necessary because recoil is normally only played when blocking an actor's hit, but it will allow for them to "suffer" from recoil when using the PlayGroup Recoil command with no weapon readied.
And the strange news, I've figured why clannfears cannot block despite having animations for it. It's because they have a handtohandblockidle.kf and hit.kf files, but for some reason, for an actor to be able to block at all, it needs plain blockidle.kf and blockhit.kf files before any variations of them can be used.
And I found the same issue with Xivilais and Jyggalag. Jyggy is easy enough to fix as the clannfear, but Xivilais have the problem that their only block animation is for a two handed weapon, so it doesn't look right when they are wielding no weapon.
I could try giving them a block animation from some other creature, but I doubt any of them is going to look right due to model stretching.
This also means that the package is going to have little to do with what it currently is, since I'm adding an awful load of new animation thingys. Should have sat on it a few more years before deciding to release it.
I understand that if I use Creature Diversity (besides OOO and MMM) I need to tweak it to my needs, right? Or do you plan to expand this mod to include these creatures, too?
I'll give it a look.