Hi. Not sure if this is related to what this mod does at all, but using OAR's animation log, I have noticed that after an air attack, the "jumpland" animation does not trigger, causing the ice skate bug (stuck in falling state). Can this be fixed by editing the animations somehow so that the air attack animation triggers the landing animation after a delay? I have Better Jumping, JA and Jump Behavior Overhaul. Thanks!
Experiencing this exact same issue tho my main culprit is Better Jumping (for now). Will share fixes when/if I find them but I'm thinking of starting with increasing the priority of the jumpland animation.
It's been a while, but I recall that's a bug that originated from the Jumping Attack mod, not this patch. It sometimes randomly happens especially when you combine with other mods like Better Jumping.
May I ask what you mean by that? Are you saying that CGO also has the same ice skating issue with its jumping attack? And what do you mean by wanting it implemented in vanilla? Vanilla has no jumping attack mechanism, so it would need other mods (like Jumping Attack, CGO, or BFCO).
I suppose i was misunderstood when asking that question. You see, your GIFs don't exactly showcase any jumping attack, and i assumed your mod alters landing frames of any jump mod altogether. Seems to me like your mod is a mod of Jumping Attack rather than fixing jumping in general.
I've since mitigated my landing frame issue using DovaJump. Apologies for the misunderstanding
along these lines of thought, I am using jump behavior overhaul, and it has two options. one ice skates off jumps, the "fix" makes me come to complete stop on jumps as if momentum isn't real. possibly to do with fall distances and weight or something. but with your mod i was wondering if it was possible to make a unique weapon that doesn't have a visible model and goes into a slot that isn't used by game or modders, so that even when weaponless, your mod will acknowledge the weapon and kill the slide after jump.
is this possible to do?
edit: scratch all that. i think it could be done but probably better to just adjust gravity multiplier in skyrim.ini
Looks good but is there something to prevent the bow and arrow aiming from getting off target when jumping? This doesn't happen in the original. Also is there any way to fix the instant standing pose transition when jumping while holding a bow?
Do you have any intention of looking into the unable to sheath weapons in first person after jump attack bug? I know NickaNak has said that this will be addressed in the rewrite of Jumping Attack on that mod's page, but I think they've also said the update is pretty far off, so it would be great if someone who understands the mod could look into a fix.
Either way, thanks for this great fix! The jump animation feels much better now
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I've since mitigated my landing frame issue using DovaJump. Apologies for the misunderstanding
is this possible to do?
edit: scratch all that. i think it could be done but probably better to just adjust gravity multiplier in skyrim.ini
Do you have any intention of looking into the unable to sheath weapons in first person after jump attack bug? I know NickaNak has said that this will be addressed in the rewrite of Jumping Attack on that mod's page, but I think they've also said the update is pretty far off, so it would be great if someone who understands the mod could look into a fix.
Either way, thanks for this great fix! The jump animation feels much better now
I'm not sure about the sheathing bug though. I'm still learning about animation and behavior mods myself. I'll try to look at it, but no promise yet!