If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.
It's because by default, the game uses the right mouse button to attack when dual-wielding, so by binding the right mouse button to block through this mod, you're issuing two different commands at the same time. So, you'll have to either change the binding for "left hand" actions in the game controls, find a mod that splits the "left hand" controls into separate block and attack commands, or use a different button for the mod.
I've seen no answers from the author in months, but still, I'll ask.
Is it possible to use this mod without the animations? I've been struggling to make this mod work with Valhalla Combat, the description of that mod mentions that blocking animations need to have a "preHitFrame" annotation (whatever that is, I know next to nothing about animations) to work with the timed block feature.
So, i just installed it, and almost everything works, except that when in first person, the hands are locked at the baseline in front of the face, they dont follow the ouse motion, like looking up. the attach and spells go on that direction but the hands dont appear; could it it be a conflict with mods that make the body visible? idk what is happening
EDDIT: so, I found out it is a bug caused when some mod changes things on skeletons and it causes some kind of glitch. the only solution I found is to use setrace command in console andd change it to another race then change back to your original. quite strange, but works
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Twitch Name/Link: skeletonjack_
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If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.Check out my other mods!
(SJG) OMEGA - The Modular Gameplay Overhaul for SSE
(SJG) OMEGA - Heavy Armory - The Weapon AIO Mod for MorrowLoot Ultimate
(SJG) OMEGA - Ashara SSE Merchants and Trainers for MorrowLoot Ultimate
(SJG) Lights On - Spells Emit Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Lights Out - Spells Emit No Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Dual Wield Parrying Reimplementation for SSE (Works for Spell Blades as well)
(SJG) Better Sounding Female Dragon Shouts
(SJG) Quick Light Patch (based upon in game Torch values for light settings)
(SJG) UPF Patcher - See the Encounter Zone level in the name of the zone
(SJG) Complete Alchemy and Cooking Overhaul Patches - CACO
If you like this mod please consider Endorsing it. Thank you! :D
Does anyone know how I solve it?
Mod works for me when I mapped to keyboard key.
Is it possible to use this mod without the animations? I've been struggling to make this mod work with Valhalla Combat, the description of that mod mentions that blocking animations need to have a "preHitFrame" annotation (whatever that is, I know next to nothing about animations) to work with the timed block feature.
EDDIT: so, I found out it is a bug caused when some mod changes things on skeletons and it causes some kind of glitch. the only solution I found is to use setrace command in console andd change it to another race then change back to your original. quite strange, but works