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. :/
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.
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.
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?
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?
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.
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?
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".
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.
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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.
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.
By the way, what is that shield in the screenshots from?
"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/?
thx
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?
This annotation track can also add footscuff sounds to your animations with "FootScuffRight" and "FootScuffLeft".
P.S. That video in the description was great