Found 2 bugs: 1. Light spell source stays on sprint staring point. (At least with crafted spells. I deleted original from spellbook)
Steps to reproduce (dark area is advised): 1. Cast light spell (must last enough to test). 2. Move around to make sure spell moves with you. 3. Sprint for a second. 4. Move to dark area in any way. Result: Light spell remains in place of sprint activation.
2. Can run on air for split second. Steps to reproduce: 1. Jump high enough to notice. 2. Mash sprint button.
PS. To disable new sprint animations - delete '\Data\meshes\' folder.
Found the band-aid for light issue. If sprint is used in first-person, the rest of the duration of the light, it will function correctly. Even in 3rd. UPD: Method is not reliable.
For me, the Naruto run was because of: Aluku Animation Replacer Collection v2 as well as Combat Stance Reanimation Combat Stance Reanimation works okay once you change some of the variation files. I just guessed the lowest-number sprint files https://www.nexusmods.com/oblivion/mods/31600 https://www.nexusmods.com/oblivion/mods/43695
I would be very grateful to have a file with the same 3rd person animation as the first person animation run the naruto run is a bit out of place i just didnt see a seperate action for first or third person so not sure what to do
So, I'm trying to use this mod as the main damage dealing method in my playthrough. But the problem is the damage sometime trigger and sometime not, and I don't know how this collision damage work (magic damage I guess?). Maybe what I'm fighting against has magic resistance/immunity?
I'm not the original author of this but I'll give my best explanation based on my understanding of how this works.
The collision damage is a spell(lesser power) but I don't remember off hand what type. It might be a script spell, in which case it should bypass immunity. You can check it in xEdit.
I wouldn't recommend trying to use this as your main method of dealing damage though. It'd probably be pretty inefficient, and is dependent on having fatigue to even work.
Thank You for the Quick reply. I'll give this a shot then. I tried Skyrim Sprinting, and it was not what I was looking for. This mod shows alot more promise towards being what I'm looking for.
For anyone that wants to use this mod!! If you want to rebind the key from Z like any sane person would you will have to rebind the grab key in the in game settings to the key you want!!! Changing the value in the INI does not change the key you are associating the action to, the number in the INI directly correlates to the ACTION a key CAN do not the actual key!! For clarification: 28 is the number associated with the GRAB ACTION not the Z KEY. The sprint button can only be bound to a button that is already doing something. I spent multiple hours coming to this realization and I hope I can save others some time. If you don't want to press Z you will have to change the grab key in the in game controls menu to something like shift or ctrl depending on your preference.
I know that Freyr95 didn't create the mod, they just reposted it, but man what a terrible way to design a mod. I've seen plenty of mods that just add their own keybinds for stuff like this.
Great mod, kinda funny they do a Naruto run in 3rd person. Works perfectly on keyboard but I can't seem to get it to work with an Xbox game pad (being supported by Northern UI, which seems to make gamepads work fine with pc Oblivion). Left bumper is grab so should correlate with the Z/key 28 but nothing happens sadly.
27 comments
Forward 0
Back 1
Slide Left 2
Slide Right 3
Attack 4
Activate 5
Block 6
Cast 7
Ready Weapon 8
Crouch/Sneak 9
Run 10
Always Run 11
Auto Move 12
Jump 13
Toggle POV 14
Menu Mode 15
Rest 16
Quick Menu 17
Quick1 18
Quick2 19
Quick3 20
Quick4 21
Quick5 22
Quick6 23
Quick7 24
Quick8 25
QuickSave 26
QuickLoad 27
Grab 28
1. Light spell source stays on sprint staring point. (At least with crafted spells. I deleted original from spellbook)
Steps to reproduce (dark area is advised):
1. Cast light spell (must last enough to test).
2. Move around to make sure spell moves with you.
3. Sprint for a second.
4. Move to dark area in any way.
Result: Light spell remains in place of sprint activation.
2. Can run on air for split second.
Steps to reproduce:
1. Jump high enough to notice.
2. Mash sprint button.
PS. To disable new sprint animations - delete '\Data\meshes\' folder.
If sprint is used in first-person, the rest of the duration of the light, it will function correctly. Even in 3rd.
UPD:
Method is not reliable.
Combat Stance Reanimation works okay once you change some of the variation files. I just guessed the lowest-number sprint files
https://www.nexusmods.com/oblivion/mods/31600
https://www.nexusmods.com/oblivion/mods/43695
The collision damage is a spell(lesser power) but I don't remember off hand what type. It might be a script spell, in which case it should bypass immunity. You can check it in xEdit.
I wouldn't recommend trying to use this as your main method of dealing damage though. It'd probably be pretty inefficient, and is dependent on having fatigue to even work.
I'll give this a shot then.
I tried Skyrim Sprinting, and it was not what I was looking for.
This mod shows alot more promise towards being what I'm looking for.
I know that Freyr95 didn't create the mod, they just reposted it, but man what a terrible way to design a mod. I've seen plenty of mods that just add their own keybinds for stuff like this.
Personally I use Xpadder, and mapped the sprint button to pressing down the left analog stick.