Known bugs (I am working on fixes): - Some players report having double attacks during walking normal attacks. This problem doesn't happen on my side, so i assume it might be caused by mods that alter movement speeds during attacks. I am investigating still and might find solution in future. FIXED - Weapon position is incorrect, while causes hand to clip into weapon. FIXED - Left hand visible as clunched fist when nothing is equipped in it. FIXED - Getting stuck in block stance after getting hit.FIXED - No footstep sound during sprinting with one-handed weapon.FIXED
If you are having animation issues, where animations look different from what I have in showcase video, do the following please to identify issue: 1) Open OAR's menu by pressing Shift+O. 2) Click on "Animation Log" 3) Close menus and open console 4) Click on your character. 5) Perform the animation you are troubled with. 6) Screenshot the animation log. Optionally slow down ingame time by entering "stgm 0.4" (where 1.0 is normal time). 7) Post it here.
Update v 1.3 is now released, featuring fixes to all bugs reported so far, please share your feedback, it is invaluable. v 1.3 also fixes double hit on power attacks (essentially disables precision annotations on right hand attacks and lets vanilla hitframe handle it).
Hey, my dude I don't really comment on mod stuff since I just download and play. But man, your mod is amazing! it gave me the reason to play as a sword and shield character rather than axe and shield. I love the thrust Animation of the sword as that is what is supposed to do as swords are made to make sure the pointy end goes to the target and not slice like a mad man. Thank you so much, and I hope you walk in warm sands.
Hey! Great job, a lot has been fixed or refined (love the adjustments on 1hm_attackpower for swords), however extra hits in dw1hm1hmblockbashpower,dw1hm1hm_specialattackpower (right after first strike out of three) is still there, and so is the case for 1hm_attackpowerforwardsprint (at the very end of the entire animation) Could you take a look at timings on these? Also, for some reason, Precision doesn't attach its collision for the first strike in 1hm_attackpowerfwd (axe version)
Really good thing. Skyrim now Sky Souls. But I wonder if it's possible to add animations for spells and staffs? All that I've seen are frankly bad. Well, no, they are good, when playing as a female character, as are the alternative KG Animation. I would like to see the same realistic (as far as possible) and "rough" animations for magic and staffs. Something closer to Morrowind, I guess.
Yes, it is possible. Buuuuuut..... It is a bit over 100 animation files to modify. I might go crazy with this amount of work. Not saying i won't do it, but i can't promise either.
Brother, I can't express enough how much I'm thankful for this mod and now the latest update.I've been drowning with all these MCO BFCO animation releases. Thank you for this.
I'm so happy to see you back! New animations look great, and this mod really turns dual wielding into a real combat style. Normal attack double-hitting is gone, as far as I can tell, but I've noticed that some power attacks doublehit:
1hm_attackpowerfwd (swords variant) - hits twice 1hm_attackpowerleft (single and dual variants) - hits twice; on the first weapon hit, in case of dw variant dw1hm1hm_specialattackpower (triple hit combo attack) - extra hit after first attack dw1hm1hmblockbashpower (waraxe/mace variant) - has an extra hit 1hm_attackpowerforwardsprint (dual variant) - extra hit on the last strike
Tested with Precision, and necessary requirements. I think most of these have custom Precision annotations, so it's probably the case of HitFrame going off too early or too late relative to the collision creation? Also, I've found that "floating damage numbers" is pretty good for catching these, even though I don't normally use it. Pretty much all cases above could be seen with that mod, except for the first one, "1hm_attackpowerfwd" - I think it happens so fast that the numbers glue together, but the sound is there.
No problem, I enjoy your work and glad to have a chance to help you. I think I took steps to ensure that this is not on my end, but hey lol
As for overtaking - It doesn't, if the collision capsule is created too late and hitframe has already happened OR if collision capsule was created and already despawned, by the time hitframe would occur. So, ideally, collision capsule event should always be present at the time of the hitframe occurring.
I just spent an ungodly amount of time tweaking it to be more reliable and being horrified by some vanilla hitframes. There are a couple of cases where they occur WAY too early *cough*1hm_sneakattackpower*cough*, so attacks would end before hitting people. I thought "no problem, I'll just add a Delay in toml", aaand... that was the situation where original hitframe would come out first, and then collision capsule would be also created, obliterating the NPC. So I'm not sure if details like that are mentioned in the official description haha Although a bug report for Vanilla Attack Annotation Fix mentions this pretty much being confirmed by Ersh
I mean, you could just not attach custom precision annotations and let it generate collisions dynamically, as it does for every other vanilla attack. If the hitframes are precise enough, there is not a ton of difference and it just works. Except for dual and combo attacks, these are definitely require custom annotations to not be a mess.
I will see what i can do. But i don't think removing Precision requirement from this mod to be likely. Too much work went into it, plus the bug will remain i think. Let's hope Ersh gets to update Precision one day.
oh boy, the peak of vanilla-lovers is finally here. Really love how this mod changes playstyle between 1-handed and dual-wield making you FEEL the difference with your choices. However if you use Animated Armoury, you may sacrifice some animations being overwritten by KG and vice-versa, but from my tests it creates a cool mixture of animations here and there, so you will always see moves from those 2 mods in some way or form. And diversity in vanilla skyrim combat is something a lot might need, or me specifically. The way you implemented multiple hits on dw power attacks is phenomenal to me, so I can't wait to see daggers and especially left-handed mods, the last is a joke in the base game - one very abrupt attack is laughable
replying to my own post to confirm that the double hit bug is finally....FIXED congratulations Kyrgyzguitarist! and an even bigger thank you always hooking up the vanilla plus gang! :D I knew this mod was giving you trouble glad you overcome this endeavor!
things of note :
am not using weapon trail mods or mods that mess with hitboxes (excluding precision) ofc but the double hit bug seems gone for good.
no weapon edit mods (excluding textures)
my set up only 250 mods all vanilla plus primarily. hope this helps to some extent.
211 comments
- Some players report having double attacks during walking normal attacks. This problem doesn't happen on my side, so i assume it might be caused by mods that alter movement speeds during attacks. I am investigating still and might find solution in future.FIXED- Weapon position is incorrect, while causes hand to clip into weapon.FIXED- Left hand visible as clunched fist when nothing is equipped in it.FIXED- Getting stuck in block stance after getting hit.FIXED- No footstep sound during sprinting with one-handed weapon.FIXEDIf you are having animation issues, where animations look different from what I have in showcase video, do the following please to identify issue:
1) Open OAR's menu by pressing Shift+O.
2) Click on "Animation Log"
3) Close menus and open console
4) Click on your character.
5) Perform the animation you are troubled with.
6) Screenshot the animation log.
Optionally slow down ingame time by entering "stgm 0.4" (where 1.0 is normal time).
7) Post it here.
v 1.3 also fixes double hit on power attacks (essentially disables precision annotations on right hand attacks and lets vanilla hitframe handle it).
Also, for some reason, Precision doesn't attach its collision for the first strike in 1hm_attackpowerfwd (axe version)
New animations look great, and this mod really turns dual wielding into a real combat style. Normal attack double-hitting is gone, as far as I can tell, but I've noticed that some power attacks doublehit:
1hm_attackpowerfwd (swords variant) - hits twice
1hm_attackpowerleft (single and dual variants) - hits twice; on the first weapon hit, in case of dw variant
dw1hm1hm_specialattackpower (triple hit combo attack) - extra hit after first attack
dw1hm1hmblockbashpower (waraxe/mace variant) - has an extra hit
1hm_attackpowerforwardsprint (dual variant) - extra hit on the last strike
Tested with Precision, and necessary requirements. I think most of these have custom Precision annotations, so it's probably the case of HitFrame going off too early or too late relative to the collision creation? Also, I've found that "floating damage numbers" is pretty good for catching these, even though I don't normally use it. Pretty much all cases above could be seen with that mod, except for the first one, "1hm_attackpowerfwd" - I think it happens so fast that the numbers glue together, but the sound is there.
i will take a look into it. Thanks for letting me know!
As for overtaking - It doesn't, if the collision capsule is created too late and hitframe has already happened OR if collision capsule was created and already despawned, by the time hitframe would occur. So, ideally, collision capsule event should always be present at the time of the hitframe occurring.
I can fix this by at least creating capsule with 0 damage in place of vanilla hitframe them. At worst case. I will have to dig into this.
Although a bug report for Vanilla Attack Annotation Fix mentions this pretty much being confirmed by Ersh
Except for dual and combo attacks, these are definitely require custom annotations to not be a mess.
things of note :