Hi everyone! Sorry for being absent. Lots of things have been happening: my girlfriend got mad diarrhea for a week, I found a kitten in a bush, I moved cities, and most importantly, I lost my 2FA key for my Nexus account. I found my old phone, luckily.
I'm glad everyone has been enjoying the mod so much. Thank you so much to the people who helped troubleshoot this mod while I was slacking off. The truth is, making this mod was always just a little side thing for me. I'm not a programmer and what I do for a living has nothing to do with video games. I moved on to bigger things in my life, but the community surrounding this mod was so big I had to came back and say something.
I have no intention on supporting this mod any longer. It was really fun learning to mod this incredible decade old game, but it is not feasible for me to maintain this mod currently and I haven't been anyways. You are free to modified these files in any way you wish. I barely own any of the intellectual property anyways. The game is Skyrim and the animations are from Vermintide 2. The only thing I contributed was hand animating it from scratch.
The Skyrim community is one of the coolest and chillest communities I've ever been a part of, and I appreciated both the praise and the feedback.
This isn't goodbye motherfuckers.
cuz we know T O D D is gonna f*#@ up combat in ES6 fosho. Have no doubt, I'll be back.
thank you for this mod, i love everything about it especially the presentation. really appreciate you being in this community and i wish u luck in your future endeavors!!
Hopefully this mod will work for the rest of Skyrim's days, because this being the only first person combat animation mod I will wither and die without it
If you are having trouble seeing your hands or FOV issues in general + changing your FOV in the console doesn't work.
Luckily this is not my mod. I designed these animations to look good around fov 80-100. If you play at fov 100+......whoa.
This is because your world FOV is independent of of your body/hands FOV in SSE, so messing with the console doesn't work. Here is what fix I used personally.
go to your skyrim.ini (not skyrimprefs.ini) and look for under [Display]
fDefault1stPersonFOV=
If it is not there, add it under Display.
Set your FOV fDefault1stPersonFOV=100 <--- what i use. I play on a 21:9 monitor.
Open up your game. It will still be the same. worry not. Hit TAB and open up your map. Let it update for 1-2 seconds.
Hey everyone. I've been some reports of weird bugs when you are staggered. You are not alone, I believe I have experienced these bugs as well, just wasn't sure if it was another mod. I will do extensive testing tmrw, ive been busy this past week. Thank you for staying tuned and thank you for your patience.
edit: People have made it known to me that there is an issue with XP32 Maximum Skeleton as well. I run it on my set up with no issues but I have had XP32 give me boatloads of issues even before I made my mod. I also use Nemesis instead of FNIS. Again, I'm sorry about this. More of an artist than a programmer, but I'm still down to try to fix this.
animations for 2 handers are really bad. The 3 hit move for the hammer in particular is so stupid. i suggest installing KG animations two handers instead.
Configure fWeaponCapsuleRadius to be higher (i use 45) in Precision or else dagger and other animations will fail on bash. The anims will play but actually bashing anything is impossible if this variable isn't turned up in Precision for this mod.
Hey, anyone know why when i sheathe my weapons while walking forward, they automatically equip on their own? It does not happen when i stop while sheathing, however. Would be glad to have an answer, thank you. I use dual daggers, if that matters.
Does the patch for CGO work with the current version? Any recommendation on best compatibility with options like this https://www.nexusmods.com/skyrimspecialedition/mods/90090? Thanks for your hard work. I really want to use the combat freedom from CGO and your animations.
You talked up a good game originally like you were gonna continue this mod and said it was in its early stage. It's wild to leave it in its early stage.
The way the player holds and swings a katana with something else on the other hand feels a bit too awkward. Like it's pretending there's still 2 hands on it.
Does this work with OAR (Open Animation Replacer?) If so, I must be having issues on my end, because none of the new animations are working.
It's essentially the new version of DAR. The mod author says it was made to be compatible for everything that required DAR, but with OAR and this installed, all first-person combat animations are still the vanilla ones.
If it doesn't work for you out of the box then you have done something wrong. I tryed OAR jus now and those work out of the box. Oh yeah, make sure you have everything required installed. As for nemesis you don't need nemesis at all but run it if you have any animations requiring it. Also remove DAR if you're gonna use OAR to avoid conflicts.
Thanks for creating this MOD. However, when I equip the shield (Spellbreaker), it obstructs my entire field of vision. I don't know if I've installed something incorrectly somewhere.
853 comments
I'm glad everyone has been enjoying the mod so much. Thank you so much to the people who helped troubleshoot this mod while I was slacking off. The truth is, making this mod was always just a little side thing for me. I'm not a programmer and what I do for a living has nothing to do with video games. I moved on to bigger things in my life, but the community surrounding this mod was so big I had to came back and say something.
I have no intention on supporting this mod any longer. It was really fun learning to mod this incredible decade old game, but it is not feasible for me to maintain this mod currently and I haven't been anyways. You are free to modified these files in any way you wish. I barely own any of the intellectual property anyways. The game is Skyrim and the animations are from Vermintide 2. The only thing I contributed was hand animating it from scratch.
The Skyrim community is one of the coolest and chillest communities I've ever been a part of, and I appreciated both the praise and the feedback.
This isn't goodbye motherfuckers.
cuz we know T O D D is gonna f*#@ up combat in ES6 fosho. Have no doubt, I'll be back.
one love. <3
THANK YOU TO VaDoncChier for making patches for many katana mods. FIND HERE
Luckily this is not my mod. I designed these animations to look good around fov 80-100. If you play at fov 100+......whoa.
This is because your world FOV is independent of of your body/hands FOV in SSE, so messing with the console doesn't work. Here is what fix I used personally.
go to your skyrim.ini (not skyrimprefs.ini) and look for under [Display]
fDefault1stPersonFOV=
If it is not there, add it under Display.
Set your FOV
fDefault1stPersonFOV=100 <--- what i use. I play on a 21:9 monitor.
Open up your game. It will still be the same. worry not. Hit TAB and open up your map. Let it update for 1-2 seconds.
Then your body FOV should be adjusted.
edit: People have made it known to me that there is an issue with XP32 Maximum Skeleton as well. I run it on my set up with no issues but I have had XP32 give me boatloads of issues even before I made my mod. I also use Nemesis instead of FNIS. Again, I'm sorry about this. More of an artist than a programmer, but I'm still down to try to fix this.
I use dual daggers, if that matters.
It's essentially the new version of DAR. The mod author says it was made to be compatible for everything that required DAR, but with OAR and this installed, all first-person combat animations are still the vanilla ones.