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This page was last updated on 31 May 2025, 10:40AM
- Changelogs
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Version 0.5.2.1
- Adjustments have been made to three jump animations. Two of them are related to sprinting, one to jumping in place. There was an issue with the animation center being offset, which could cause the camera to jerk and/or "bird-like flight". Fixed.
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Version 0.5.2
- Added a long-requested Dragon's Dogma 2 style jump. The inspiration was excellent...
- Made some minor changes to the jumping logic so that vanilla animations of all types will no longer be shown. Should work for everyone (let me know if it doesn't).
- The roll or somersault or ground roll (call it whatever you like) will no longer play. More precisely, in 99.9 cases you will not see it. Otherwise, if you get it (while jumping naked or in light armor), consider it an easter egg from me (I loved this animation so much, but most players didn't seem to like it, so I left such a funny compromise).
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Version 0.5.1
- Minor fix to the order in which jump animations are played while standing still.
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Version 0.5.0
- The entire folder structure has been redesigned.
- The DOVAJUMP (non-heavy) file has been discontinued. I collected all the files into one common assembly and adjusted the work of all animation files so that there was a balance between the dynamics of movement and the type of equipped cuirass.
- Three types of jumps are implemented: “naked”, “light”, “heavy”. Each type of jump has its own unique feature that distinguishes it from other types of jumps. Naked jumping is a new development that combines a jump-dive into a sprint state. Transitions between animations are also organized. "If you want to dive, take off your cuirass."
- Old sprint jump animations have been fixed and improved (2 animations with left active leg). and also for one animation of jumping in place, the number of playback frames has been reduced to optimal values (a large number of frames can cause “bird flying when landing”.
- Many OAR conditions have been rewritten to be less dependent on movement speed. Not all speed bindings have been removed - falling and landing animations still depend on the current movement speed of the actor (more about individual settings in the comments to the update on the main page).
- Added a new animation for sprinting in armor (of any type).
- Added and implemented a somersault when landing naked or wearing a light cuirass. This is the best I could do using only the game engine and OAR conditions. Should play when you sprint or fall from some average height (but the OAR conditions do not fully customize the last parameter for landing animations, more details in the update description on the page)
- Removed the worst 4 of the 5 old heavy armor fall animations. Three high-quality new ones have been added.
- Removed one bad jump animation when sprinting in the "heavy" style.
- Added a new animation for landing in heavy armor with clenched fists. Previous landing animations have been retained and distributed across "heavy jumps".
- Two "strange" animations from previous versions, played during a quiet walk, have been moved to the mode - jumping out of water. I didn't like them. I wanted to remove them, but in an instant I realized that they were perfect for being in the water. Jump out of a puddle and you will understand everything.
- A general revision of the entire mod has been carried out and the quality of life has been somewhat improved (may not be ideal yet). All the problems that were written about in the comments should be solved, except for the problem with speeds (as I said, more details on the page).
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Version 0.3.5.2
- The conditions for playing the sprint jump animation have been changed. Fast jump animations are no longer dependent on speed. This is the first step to correcting the “flying”.
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Version 0.3.5.1. NOT_heavy
- Added file - Without heavy armor (will be supported in all updates)
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Version 0.3.5.1
- Made some changes to the conditions so that vanilla animations do not play in random cases. NO BENT VANILLA LEGS (hopefully forever)
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Version 0.3.5.
- Added 4 new jump animations while running. All are completely new and three of them have new structural elements created. a fourth animation was prepared to replace animation number 9129 (see Animation Catalog). At the moment, 6 basic jump animations have been prepared for normal movement for all non-heavy equipment (not sprinting). I officially declare that I have completed this part. All these animations will refer to "light armor". In the next update I will set the appropriate conditions for them.
- Added three new falling animations. Conditions: low altitude, not heavy armor (yet) and normal movement speed (walking and running, not sprinting). The falling animation for all non-heavy equipment that was there before this update can now only play if you are running AND/OR you fall from high places (turns out I still haven't added the "falling" animation to the catalog, I'll fix it). The falling animations most likely do not have their final form. I will most likely add more variety to the movements.
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Version 0.3.2.1.
- Added two new falling animations for heavy armor. The total number of falling animations for this category is 5. See the main page with gifs, as well as the animation catalog (I will update it)
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Version 0.3.2
- Added a 3rd fall animation when wearing heavy armor. I wanted to make a new animation for everything that is not “heavy”, but it turned out differently. This may be a test version and may be changed or even removed in the future. But I'm happy with this animation.
- Finally I did one of the things that players asked me to do in the comments. This is the division of jumps into sprint and regular. Because from the set of animations that I have drawn so far, there was only one animation that fit the “calm exploration of the world” (see the catalog of animations). This is the opinion of the players, and I agree with it. Therefore, in order not to infringe on the rights of regular jumps rather than sprint jumps, I added two new animations specifically prepared for running and/or walking only.
- To make the picture more complete, I also added a calm landing during normal running. "An easy step that will definitely be taken". I'm happy with the result.
- I changed the folder structure, their names and numbers. And naturally, I adjusted the OAR conditions. The changes affected only the “light” version (except that one folder was added for the “heavy” version - 10131 --- heavy falling 3). The numbers in the animation catalog are valid ONLY FOR THE "HEAVY" version. I'll update the catalog soon.
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Version 0.3.1.2
- Added +1 landing animation for heavy and non-heavy jumps. As a result, two landing animations were implemented, which are random. For heavy armor they are almost identical.
- The backward jump when equipping fists, which was added in update 0.2.0, has been temporarily removed.
- Running and sprinting modes (Not heavy) now use the same landing animation (temporarily). Number of animations - 2. Previously, when running, an animation was played that was only intended for jumping in place.
- Adjusted some conditions, including those that determine how fast the landing animation plays.
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Version 0.3.1.1
- One extra test application animation has been removed from the files, which should not have been there.
- Due to the fact that I play with many mods, I forgot that I changed the initial speed of the character's movement, because of this I chose the wrong range for playing the landing animation. As a result, you, dear players, have been playing all these days with broken landing animation logistics and seeing a different “picture” compared to the one shown on the main page. Now everything is set up and the animation plays exactly as it should, at any speed. Forgive me.
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Version 0.3.1
- Fixed the conditions for the fall animation of heavy armor, now only the “heavy” animation (two types) is randomly played without using the “light” fall animation with arm swings.
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Version 0.3.0
- Added three fast sprint jump animations for heavy armor.
- Added two animations for heavy armor falling. I worked on them for a very long time. And I couldn't choose between the two. And I ended up adding two fall (they start randomly). They are not much different. Only in some details. However, they are noticeable and I like them. One is a little faster, the second is slower and looks as if it fell off a ledge in armor.
- Added three heavy armor landing animations. This is my victory over skates. I fought and won. Now different movements will play their own animation. If you are running and stop, then you will stop. If you run lightly, you will tread lightly on your feet. If you are running, you will have no choice but to stick your foot as deep into the ground as possible.
- Added one landing animation for everything that doesn't include heavy armor. The same as for heavy armor, but not for it and only when moving in a sprint. This is a test version, since there is a different implementation. In the future, I will choose the best execution based on the opinions of the players.
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Version 0.2.0
- I was able to figure out the conditions and present to your attention the first implementation of them. Added back jump animation only for unarmed fistfights.
- I created a falling animation that suits me best. This is a test version.
- I added another quick jump animation. Its code name is "sprint+jump=dash". Thanks to the player named "xadris666" for the idea.
- I implemented a landing animation. She has shortcomings. The problem of "skates" is not 100% solved yet (problem solved 1%)
- I structured the internal files of the mod. More structure is being created in future updates. I adjusted the position of the elbows in the animation, which was added in update 0.1.2.
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Version 0.1.3
- Added one more (fifth) fast jump animation while moving. Currently there are 4 Jump animations & 5 Jumpfast animations implemented.
Fixed "swimming" bug in animation 4, which was added in update 0.1.2
- Added one more (fifth) fast jump animation while moving. Currently there are 4 Jump animations & 5 Jumpfast animations implemented.
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Version 0.1.2
- Added another (fourth) animation of a fast jump in a moving state. At the moment, 4 pairs of animations have been implemented, as I originally planned (4jump&4jumpfast)!
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Version 0.1.1
- Added one more (fourth) jump animation while stationary.
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Version 0.1
- Start
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- Author's activity
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May 2025
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31 May 2025, 10:40AM | Action by: Ignandr9
Attribute change
'Description changed.'
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31 May 2025, 10:26AM | Action by: Ignandr9
Attribute change
'File \'DOVAJUMP\' category changed to Main Files.'
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31 May 2025, 10:26AM | Action by: Ignandr9
Attribute change
'File \'DOVAJUMP\' category changed to Updates.'
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31 May 2025, 10:22AM | Action by: Ignandr9
Attribute change
'File \'DOVAJUMP\' description changed.'
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31 May 2025, 10:21AM | Action by: Ignandr9
Attribute change
'Mod version changed to 0.5.2.1.'
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31 May 2025, 10:21AM | Action by: Ignandr9
File added
'DOVAJUMP [version 0.5.2.1]'
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31 May 2025, 10:19AM | Action by: Ignandr9
Attribute change
'File \'DOVAJUMP\' version changed to 0.'
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31 May 2025, 10:17AM | Action by: Ignandr9
Attribute change
'Mod version changed to 0.5.3.'
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31 May 2025, 10:16AM | Action by: Ignandr9
File added
'DOVAJUMP [version 0.5.3]'
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31 May 2025, 10:16AM | Action by: Ignandr9
File added
'DOVAJUMP [version 0.5.3]'
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31 May 2025, 10:15AM | Action by: Ignandr9
Changelog added
'Change log added for version 0.5.3'
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31 May 2025, 10:12AM | Action by: Ignandr9
Attribute change
'Description changed.'
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31 May 2025, 10:11AM | Action by: Ignandr9
Attribute change
'Mod version changed to 0.5.3.'
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30 May 2025, 7:08PM | Action by: Ignandr9
Attribute change
'Mod version changed to 0.5.2.'
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30 May 2025, 6:58PM | Action by: Ignandr9
File added
'DOVAJUMP [version 0.5.2]'
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30 May 2025, 6:55PM | Action by: Ignandr9
Attribute change
'Description changed.'
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30 May 2025, 6:53PM | Action by: Ignandr9
Changelog added
'Change log added for version 0.5.2'
March 2025
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04 Mar 2025, 6:05PM | Action by: Ignandr9
Attribute change
'Description changed.'
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04 Mar 2025, 6:05PM | Action by: Ignandr9
Attribute change
'Description changed.'
January 2025
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28 Jan 2025, 6:00PM | Action by: Ignandr9
Attribute change
'Mod version changed to 0.5.1.'
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- Mod page activity
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June 2025
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15 Jun 2025, 1:53AM | Action by: expertbricoleur
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'Dova Jump'
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14 Jun 2025, 11:42PM | Action by: Sabriel
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'Dova Jump'
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14 Jun 2025, 9:56PM | Action by: WLFMXX
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14 Jun 2025, 6:26AM | Action by: dasharutaga
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14 Jun 2025, 5:48AM | Action by: zutanocz
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13 Jun 2025, 9:39PM | Action by: BlueBlazeCOMET
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13 Jun 2025, 4:37AM | Action by: LessRaidingMoreTalking
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12 Jun 2025, 9:32PM | Action by: MightbeaFurryidk
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12 Jun 2025, 8:09PM | Action by: mweekins
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12 Jun 2025, 7:06PM | Action by: Sasha7310
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12 Jun 2025, 4:31PM | Action by: sf0ja
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12 Jun 2025, 3:00PM | Action by: YVAMW
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12 Jun 2025, 2:48PM | Action by: darkmoonsk11
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12 Jun 2025, 1:14PM | Action by: KNHTR
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'Dova Jump'
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12 Jun 2025, 1:14PM | Action by: KNHTR
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12 Jun 2025, 12:26PM | Action by: jackkelly101
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12 Jun 2025, 5:14AM | Action by: SilkroadOnline
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12 Jun 2025, 3:54AM | Action by: JohnnyPazaak
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12 Jun 2025, 1:03AM | Action by: BGTVGapzaza31
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'Dova Jump'
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11 Jun 2025, 11:10PM | Action by: FoxHexten
Tracked
'Dova Jump'
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