Skyrim

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h1zchan

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h1zchan

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35 comments

  1. DigitalVixen
    DigitalVixen
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    I really, really like your animations so far so I really hope you'll want to make more!
    1. h1zchan
      h1zchan
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      Tusen tack! Det vill jag göra. I'll definitely make more. I've got a few ideas in mind. Just need more time. Stay tuned
    2. DigitalVixen
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      I noticed that with weapon drawn and turning left/right the footstep sound go absolutely bonkers! Any idea why that might be? Unfortunately only happens with your animations. :/
    3. DigitalVixen
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      Nevermind, I was being stupid. This is a vanilla third-person bug I suppose!
    4. h1zchan
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      That sounds strange. I don't remember this happening in my game. But that's probably because I haven't played much. Is it still occurring?
    5. DigitalVixen
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      Yes and no.

      I switched from Immersive First Person mod to Enhanced Camera mod (which is also a first person mod) and the problem disappeared... So might have been that mod, but I'm just not sure to be honest.
    6. DigitalVixen
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      I did quite a bit of testing with this but forgot to post and then I lost interest in Skyrim for some time but now I've been back for a couple of weeks.

      The problem lies, unfortunately, with your animation files. The sounds that are played is correct but they're repeating themselves on a very high speed. Even the smallest of movement with the weapon drawn creates a myriad of footstep sounds. It only seem to be happening to the players movements - I've not noticed it with NPCs. As before I have been using Immersive First Person View when doing my testing.

      Not sure what to do about it, though. For now I have been forced to switch out the animations which is a real shame. If I find some fix for this I will return and post it.
  2. ClumzySurgeon
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    Great job on this, although it looks a bit weird when character goes from moving to stopped (has shield raised, stops moving, lowers it for a half second then immediately raises it again).

    By the way, what is that shield in the screenshots from?
    1. h1zchan
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      I'm aware of those flaws. will try to fine tune them when I have time.

      "By the way, what is that shield in the screenshots from?"

      It's an older version of this
      http://www.nexusmods.com/skyrim/mods/60724/?
    2. ClumzySurgeon
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      Thanks m8.
    3. b0lt0n
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      And where is that other shield in the screenshots from? (the kite shield...)
      thx
  3. deltaoseven
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    the shield stance looks great wth alot of good shields and the like. only issue im having (nitpicking really) is when you attack you still almost flail your sword way out. does any one know a mod that would be more...keeping the shield up?
  4. dredd3110
    dredd3110
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    Very interesting video on the front page, thanks for that and your mod of course
  5. phantompally76
    phantompally76
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    Unfortunately this mod negates every fix to the right hand animations (mystic knight, immersive animations, etc.). It would be great if someone combined this shield animation with one of those right hand animation mods.
  6. h1zchan
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    Guys thanks a lot for your support.

    But I have a problem now, I made a new 1hm_equip.hkx (the weapon draw animation) using the same method that I used for making all other animations, yet the animation just wouldn't work. When I try to draw my sword in game, I can see the character's hand reach for the hilt pretending to pull it out of the scabbard, but nothing comes out and the sword stays in the scabbard. There is no weapon draw sound effect either. Afterwards the char would stay in the 1hm idle stance indefinitely and cannot attack nor block, same with the npc's. Does anyone know how to fix this?

    My guess is there are behavior files attached to the weapon draw animations and modifying the animation somehow overrides the behavior file?
    1. DigitalVixen
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      Sorry I don't know, but you could try to compare with another mods hkx file perhaps?
    2. h1zchan
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      They all look the same once you load them into 3ds max..The difficult part is finding the right settings in 3ds max during import and export
    3. DServant
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      You didn't affect the behaviors. Your animation is just missing annotations. Select all bones and right click ---> open the dope sheet ---> Expand NPC Root --->Expand Transform & Click on it too--->Tracks (one of the options at the top of the window)--->Note Track--->Add. You must add a new annotation "weaponDraw" at the frame in which you want the sword to go into the hand. You also need "BeginWeaponDraw" at the first frame.

      This annotation track can also add footscuff sounds to your animations with "FootScuffRight" and "FootScuffLeft".
    4. h1zchan
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      Oh ok. I know absolutely nothing about dope sheets but I guess it's time for me to learn it.
    5. DServant
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      This solution is for 3ds max btw, I don't know how to do it with other programs.

      P.S. That video in the description was great
  7. SkunkGhoti
    SkunkGhoti
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    Works just fine and looks very cool great video too! Hope you manage to make the shield bash animation as well.
  8. Villacardo
    Villacardo
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    Must have for sword and board users <3
  9. bits01
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    To my surprise I got cought up in your video, having not been very interested in those things before. On the other hand I did often wonder why a Nord sword looked like it did (but never thought about the shape of the shields e.g.). This is a very good video explaining a lot, at least it did to me. I'm looking at some ingame stuff differently now and with even more respect towards modders who know these things. Thanks.
    1. h1zchan
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      Not my video lol that's Roland Warzecha a well respected HEMA instructor
  10. millisecond
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    Really cool, much more realistic. But after seeing that video you linked, I sorta want a bash animation that uses the edge of your shield instead of the whole front of it.
    1. h1zchan
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      Yeah I was about to make one like that just need more time