This is not related to the mod but I think it is a problem with Precision in general. When I hit a character sometimes their animations are stupid and their body bends like the movements of a disabled person. But they still continue to move and fight. I tried disabling character buffer and other ways but still the same. I tested this issue with Isran in Dawnguard and after an attack Isran's body is 100% distorted. Also if the characters attack at the same time and their weapons hit each other the animations are bent. Can you find the reason for this?
Haven't tried it with Vanilla Combat but this adjustment should allow you and other characters to get closer to each other by a bit. Should help with shorter reach weapons, but you can always use Precision's MCM to extend the weapon collisions. Playable races (Humans, Argonians, and Khajiit) will be closer by a bit more as this will affect both the player character and enemies. Non-playable races such as draugr have their own bumper that I haven't changed but, the slightly closer bumper adjustment for the player will still be slightly noticeable.
Regarding bashing in 1st person with Precision, Precision's hitbox for bashes has a really short range, and it's also completely broken if you use any mods to enable dual wield parrying. As a workaround, you can use this to disable Precision's bash hitboxes (and don't worry about the name, you don't actually need Elden Parry for it to work; all it does is stop Precision from changing the bash hitboxes).
Yes, that edits the actual Character collisions which can cause your character to get stuck while traversing the world. This mod only edits the character bumper, which has no effect on traversal. In terms of combat, both mods do the same thing.
If you want to adjust the weapon collision. You need to adjust every the dagger's combat animation, the scale and extend the length. As there is no precision patcher, it should be done manually. Here some example: 0.060000 Collision_Add.Node(WEAPON)|Scale(1.0)|LengthMult(1.1)|TrailUseTrueLength| 0.980000 Collision_Remove.node(WEAPON) If you're using MCO, just look for the animation that already has patch for precision.
How does this interact with the dragon's collision? AFAIK, the unchecked option 'disable character bumper' at precision is designed to block actors that are able to go below the dragon, which is intended to prevent the dragon's AI from becoming broken or behaving weirdly. To be honest, I'm a bit unsure about this.
On the other hand, I would like to disable or check that option to get closer to the enemy. Is it possible for the MU skeleton to dynamically implement this, or is there any other workaround?
The character bumper is specifically for preventing the player and the enemy in front of them from getting too close in first person combat (in vanilla if the character bumper wasn't there then your camera would constantly be clipping through enemies while fighting). Precision allows you to disable the bumper as in third person it can be a hinderance. This mod centers the bumper so you don't need to disable it, but you can still keep the enemies a certain distance away and prevent clipping. If you could/couldn't go below a dragon before without disabling the character bumper, then you still will not be able to.
Fair enough. Not all dragon skeletons have that bumper, especially in vanilla. As far as I know(cmiiw), only two mods edit that: CultCC''s DCA and Lucaoy's Majestic Dracile. As long as we stick to one of those two skeletons, we should be fine without having to turn off that precision option or using this mod. Thanks.
You may want to look into implementing this mod with Mu Skeleton Editor(https://www.nexusmods.com/skyrimspecialedition/mods/91563), as it seems perfectly suited to it. It would do wonders for compatibility with other skeleton edits.
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Does anyone here know the reason for this?
Thanks!
Just disable it in mcm and see if it fix your problem
1-Xpmsse
2-Xpmsse spazzins skeleton and corpse fix
3-SSS-CT - Slaughterfish Stay Submerged - Collision Tweak
4-Creature Collision Fix
5-Subtle Character Bumper Adjustment for Precision (not the mu skeleton version)
6-DCA - Dragon Combat Animations (optional file name called DCA - Dragon skeleton with smaller bumper)
7-Dragon Priest Fix - Behaviour Overhaul
8-Simple Dual Sheath (optional file XPMSSE Left Hand Sheath Rotation Fix)
that fixes collision for creatures.
Bigger XPMSSE Skeleton Collision Bounds
0.060000 Collision_Add.Node(WEAPON)|Scale(1.0)|LengthMult(1.1)|TrailUseTrueLength|
If you're using MCO, just look for the animation that already has patch for precision.0.980000 Collision_Remove.node(WEAPON)
On the other hand, I would like to disable or check that option to get closer to the enemy. Is it possible for the MU skeleton to dynamically implement this, or is there any other workaround?