How do I use Pandora for this? It says to tick the fix vanilla attack animation for this mod, but it only shows the example for Nemesis, not Pandora, so I have no idea what I'm looking for.
As kennn97 said, at least one attack (1hm_attackpowerbwd) has extra hits and Precision can't fix it, have you thought about how to remove it in these cases, I can find all similar situations and provide them to you. https://www.youtube.com/watch?v=aWop1e8bCds
Nice mod, quick question.... can someone point me into the right direction on how to edit the damage of a "HKX" animation file? I converted some MCO animations to vanilla "HKX" format, but they deal WAY too much damage and swing super-fast. I use "HKanno", but I don't see any options on weapon damage or swing speed.
After downloading the new version nemesis gives me this error. Checking engine version Changes in file detected. Engine update is required to be perform I reverted to the older version and the problem was gone.
Wow Ive been trying to explain this problem to so many people, but no one ever knew what I was taking about! I cant believe you fixed it, this is very exciting.
I’ve been repurposing a lot of mco animations to use as vanilla style power attacks by editing the annotations. It was really hard finding animations that would line up with the fixed hotboxes, especially backwards power attack. I can finally finish my project, thank you!
**so I tried this out, maybe I misunderstood something, but does this allow you to override the vanilla hitframe for standing and backwards power attacks? I tried editing some animation annotations to change the hitframe time with precision, but when I tested ingame I still got the vanilla hitframe along with the precision hitframe.
I am still unable to change hitframes like I can with the other direction power attacks. When you add a precision hitframe annotation, to the other direction power attacks, it overrides the vanilla one.
I just checked and it does work, allowing me to change hitframe timing while using Precision at least - https://streamable.com/y4kxzf Normally vanilla power attack will have hitframes at around frames 15-25, but I changed it to 30-33 frames using annotations, and using Xingda's fix.
I'd get a hit with no capsule showing and then a second hit, showing capsule, at the frames I set in the annotation. I also noticed in your video that you may have that happening to. You can hear the attack sound before your hit capsule shows. In my game I get the vanilla hitframe with sound and then a second precision hit with no sound. I tested by attacking an enemy.
thank for report Annotations can be added through behavior files or animation files So for the sake of not over-editing the original vanilla files I didn't remove the annotations added by bethesda in the behavior and that caused your question.
To solve this , I have to delete these original annotations in behavior and add these annotations into the animation.
But I have to extract all the animations ;I modified in behavior part, from the vanilla bsa one by one and use the annotation tool to add them according to the time point. This work is simple but practical. It's too time-consuming because I probably corrected maybe fifty animations, not to mention the first person ones included.
If you are willing to help, I can provide you with an additional version with the original annotations removed.
Would you be able to just upload a second version with the vanilla annotation removed from the behavior file? Personally, I don't need the vanilla animations to have the annotation put back in as I am using other animations as replacers and I have to add annotations anyway.
Im not very well versed in behavior editing, are there many behavior files you would have to alter again to just remove the original annotations? If there are I would be willing to help/do it myself if you could point me in the right direction.
That is probably because there are several annotations responsible for that: weaponSwing - plays a grunt at specified time. preHitFrame - is used to define when blockanticipate kicks in. hitFrame - actual hit frame.
Precision only changes the hitFrame timing, however, weaponSwing and preHitFrame that are "baked in", will remain at original timings. Precision's debug "Show hit capsule" shows accurately when hit occurs. I don't think it's possible to hit anyone if Precision shows no capsule at all.
It is my understanding that Precision is supposed to replace the vanilla "hitframe" event so that the hit no longer happens at the set vanilla timing but rather at the timing you input with Precision annotations.
My issue is, if I set the Precision hitframe timing before or after the original vanilla timing, I get 2 hitframes. One at the Precision timing and one at the normal vanilla timing. Now if I set the window for the Precsion hitframe to start before and end after the vanilla hitframe timing (so the duration of the Precsion hitframe box spans over the vanilla hitframe timing) I only get 1 hitframe. This happens with all power attack directions. I thought when you set Collision_AttackStart at 0.00000 that it will remove the vanilla hitframe event for the duration on the animation, but that doesn't seem to be the case.
**also, I tried your KG 2-hander animations and I actually don't get a Precision collision capsule with the forward power attack for greatsword, but I still get a hit.
I know what you mean. What I can tell you is that this problem can be solved by removing the annotation in the vanilla behavior. I can do this, but it is too much work
because I have to manually copy these deleted annotations into the original vanilla animation to avoid downloaders from being confused and a new problem arises, that is, using the original animation, there is no way to cause damage to the enemy.
It’s not that I don’t want to help you solve it. Unless it’s your personal needs and dont need to copy back to animation, you can use discord to dm me my id is xingskyrim , cause im not often using nexus
38 comments
Checking engine version
Changes in file detected. Engine update is required to be perform
I reverted to the older version and the problem was gone.
now v0.61 i think already fix it
I’ve been repurposing a lot of mco animations to use as vanilla style power attacks by editing the annotations. It was really hard finding animations that would line up with the fixed hotboxes, especially backwards power attack. I can finally finish my project, thank you!
**so I tried this out, maybe I misunderstood something, but does this allow you to override the vanilla hitframe for standing and backwards power attacks? I tried editing some animation annotations to change the hitframe time with precision, but when I tested ingame I still got the vanilla hitframe along with the precision hitframe.
I am still unable to change hitframes like I can with the other direction power attacks. When you add a precision hitframe annotation, to the other direction power attacks, it overrides the vanilla one.
I just checked and it does work, allowing me to change hitframe timing while using Precision at least - https://streamable.com/y4kxzf
Normally vanilla power attack will have hitframes at around frames 15-25, but I changed it to 30-33 frames using annotations, and using Xingda's fix.
0.000000 Collision_AttackStart
1.500000 Collision_Add.Node(WEAPON)
1.700000 Collision_Remove.Node(WEAPON)
2.000000 Collision_AttackEnd
I'd get a hit with no capsule showing and then a second hit, showing capsule, at the frames I set in the annotation. I also noticed in your video that you may have that happening to. You can hear the attack sound before your hit capsule shows. In my game I get the vanilla hitframe with sound and then a second precision hit with no sound. I tested by attacking an enemy.
Annotations can be added through behavior files or animation files
So for the sake of not over-editing the original vanilla files I didn't remove the annotations added by bethesda in the behavior
and that caused your question.
To solve this , I have to delete these original annotations in behavior and add these annotations into the animation.
But I have to extract all the animations ;I modified in behavior part, from the vanilla bsa one by one
and use the annotation tool to add them according to the time point.
This work is simple but practical.
It's too time-consuming because I probably corrected maybe fifty animations, not to mention the first person ones included.
If you are willing to help, I can provide you with an additional version with the original annotations removed.
Im not very well versed in behavior editing, are there many behavior files you would have to alter again to just remove the original annotations? If there are I would be willing to help/do it myself if you could point me in the right direction.
weaponSwing - plays a grunt at specified time.
preHitFrame - is used to define when blockanticipate kicks in.
hitFrame - actual hit frame.
Precision only changes the hitFrame timing, however, weaponSwing and preHitFrame that are "baked in", will remain at original timings. Precision's debug "Show hit capsule" shows accurately when hit occurs. I don't think it's possible to hit anyone if Precision shows no capsule at all.
It is my understanding that Precision is supposed to replace the vanilla "hitframe" event so that the hit no longer happens at the set vanilla timing but rather at the timing you input with Precision annotations.
My issue is, if I set the Precision hitframe timing before or after the original vanilla timing, I get 2 hitframes. One at the Precision timing and one at the normal vanilla timing. Now if I set the window for the Precsion hitframe to start before and end after the vanilla hitframe timing (so the duration of the Precsion hitframe box spans over the vanilla hitframe timing) I only get 1 hitframe. This happens with all power attack directions. I thought when you set Collision_AttackStart at 0.00000 that it will remove the vanilla hitframe event for the duration on the animation, but that doesn't seem to be the case.
**also, I tried your KG 2-hander animations and I actually don't get a Precision collision capsule with the forward power attack for greatsword, but I still get a hit.
I can do this, but it is too much work
because I have to manually copy these deleted annotations into the original vanilla animation to avoid downloaders from being confused and a new problem arises, that is, using the original animation, there is no way to cause damage to the enemy.
It’s not that I don’t want to help you solve it. Unless it’s your personal needs and dont need to copy back to animation, you can use discord to dm me
my id is xingskyrim , cause im not often using nexus