Hello. I am using Animated Armory mod in ESPFE mode. So I am using many mods with changed IDs. So for this mod as well, I opened the TOML file and modified everything with the changed IDs. Then the game won't launch. Can you please help me figure out what I'm doing wrong? An error related to engine fix is generated in Precision.dll.
This is just a text file that changes how the hitbox on your weapons function, it shouldn't affect animations at all. If the animations aren't working, you may want to try reinstalling your animation mods and then running nemesis again. You might also have a mod conflict somewhere.
If the only difference between this mod version that you linked and the normal one is that several weapon types were removed, it should be compatible as long as the remaining ID's and the esp name stay the same as they were in the original mod.
I have no idea how precision will interact with lists of items that don't exist, you may need to delete the whip and claw lists from this patch if they cause a problem. It may not be a issue at all though, you're just going to have to test it out to know for sure.
It's been forever since I last touched this mod and my memory isn't the best, so this may not be an entirely accurate statement. From what I remember though, the reach of your weapon is essentially based on an invisible cone and the dimensions of the cone are based on the text file from this mod.
Animations partially play a role in where the invisible cone moves around in the game. It's sort of like when you hold a bat in your hands in real life and take a swing. You can always adjust how close or far you reach your arms out to change the distance of the swing for closer or further targets, you can also change the angle of the swing by bending your torso/knees or rotating your shoulders/elbows, you're limited only by your skeletal frame. The length of the actual bat that you're attempting to swing (or invisible cone in this case) would always remain the same though, regardless of how short/long your arms are or your individual height. Animations handle the trajectory of things in motion.
If you're letting precision handle the reach of a weapon type automatically, I have no idea how it works internally, but I would imagine that the end result is fundamentally the same as this mod. It should assign your invisible cone what the mod believes to be an accurate dimension based on the length of your weapon model. Then your animations would partially decide the location of your weapon's position when you take a swing.
Do whips actually work now? If whips work you're an absolute hero and a saint.
EDIT: It appears the answer is a firm "no," at least as far as 1st person is concerned. As I only play in 1st person, my disappointment is immeasurable, and my day is ruined.
Whips (and every other weapon) were successfully tested in both 1st and 3rd person mode. Are you using the correct versions of the required mods? What I mean by "correct" is that the mods haven't been heavily edited or something similar in a manner which would make them incompatible. Also are they up to date?
I reinstalled the latest versions of Precision, OAR, Animated Armory DAR, and your patch this morning for the sole purpose of adding this patch back to my collection again. All DAR mods are de facto backwards compatible with OAR so that shouldn't be an issue.
It depends on what you mean by "work" I suppose. If by work you mean that they animate properly and generate a functioning hitbox, then it works. When I say "work" here, I specifically mean generating the hitbox at the proper angle relative to the crosshair. It does not do that, instead continuing the same issue I had with previous whip patches where the hitbox fires off at a 30 degree or so angle too high relative to where the crosshair is, almost 40 degrees higher than the actual animated striking surface of the whip. The hitbox is perfectly in-line with the handle, it's just that the animation doesn't line that up with the crosshair at all, especially during the first hit. Is there something specific I need to do with load order that I might be messing up?
I understand that this is likely a limitation of Precision specifically an not something you can fix directly, I just made the mistake of getting my hopes up when I saw the new version.
I see what you mean now, thanks for the explanation. What I meant by "it works" was that the the hitbox functions in both first and third person mode. Changing the angle that the whip strikes at so that it isn't slightly above the crosshair is something that would probably need to be solved by Nickanak.
IIRC you could change the position of the crosshair for the bow with an ini file, you might be able to do something similar for the whip. I have no idea what the method for that would be though, assuming that it's even possible. A camera or UI mod might also be able to do the trick.
Does animated armoury have left hand swing animations for dual wielding?
I was trying to make a condition patch for Modern first-person animation overhaul ... but if I over ride that mods dual wield animation if a claw or rapier is equipped in the right hand then the left hand swing looks like a weird swat regardless of the weapon in the left hand.
I'm not sure if animated armoury has left hand animations or not. I tend to forget most of the details once I've finished working on a project, the exceptions are projects that I spend a lengthy amount of time on and this wasn't one of those. IIRC I spent around 3 - 5 days working on this on and off.
46 comments
So for this mod as well, I opened the TOML file and modified everything with the changed IDs.
Then the game won't launch. Can you please help me figure out what I'm doing wrong?
An error related to engine fix is generated in Precision.dll.
I have no idea how precision will interact with lists of items that don't exist, you may need to delete the whip and claw lists from this patch if they cause a problem. It may not be a issue at all though, you're just going to have to test it out to know for sure.
trying to calculate from shorted to longest reach of the AA weapons and the original reach numbers in the AA plugin are not helpful.
Rapier looks shorter than katana in game but is it actually?
Animations partially play a role in where the invisible cone moves around in the game. It's sort of like when you hold a bat in your hands in real life and take a swing. You can always adjust how close or far you reach your arms out to change the distance of the swing for closer or further targets, you can also change the angle of the swing by bending your torso/knees or rotating your shoulders/elbows, you're limited only by your skeletal frame. The length of the actual bat that you're attempting to swing (or invisible cone in this case) would always remain the same though, regardless of how short/long your arms are or your individual height. Animations handle the trajectory of things in motion.
If you're letting precision handle the reach of a weapon type automatically, I have no idea how it works internally, but I would
imagine that the end result is fundamentally the same as this mod. It should assign your invisible cone what the mod believes to be an accurate dimension based on the length of your weapon model. Then your animations would partially decide the location of your weapon's position when you take a swing.
thanks a bunch
now I can finally play the dawnguard DLC as Simon Belmont
EDIT: It appears the answer is a firm "no," at least as far as 1st person is concerned. As I only play in 1st person, my disappointment is immeasurable, and my day is ruined.
It depends on what you mean by "work" I suppose. If by work you mean that they animate properly and generate a functioning hitbox, then it works. When I say "work" here, I specifically mean generating the hitbox at the proper angle relative to the crosshair. It does not do that, instead continuing the same issue I had with previous whip patches where the hitbox fires off at a 30 degree or so angle too high relative to where the crosshair is, almost 40 degrees higher than the actual animated striking surface of the whip. The hitbox is perfectly in-line with the handle, it's just that the animation doesn't line that up with the crosshair at all, especially during the first hit. Is there something specific I need to do with load order that I might be messing up?
I understand that this is likely a limitation of Precision specifically an not something you can fix directly, I just made the mistake of getting my hopes up when I saw the new version.
IIRC you could change the position of the crosshair for the bow with an ini file, you might be able to do something similar for the whip. I have no idea what the method for that would be though, assuming that it's even possible. A camera or UI mod might also be able to do the trick.
I was trying to make a condition patch for Modern first-person animation overhaul ... but if I over ride that mods dual wield animation if a claw or rapier is equipped in the right hand then the left hand swing looks like a weird swat regardless of the weapon in the left hand.
It might be due to an issue with the DAR conditions, I am looking into it.
edit: yah, I am fixing it now.