My other animations work just fine alongside it, as they already contain collision events from alpha/test versions of Precision, but I will be updating them using the current collision events for better future proofing.
So far Vanargand has worked really well with Precision for me.
The only "issue" I've encountered is from a forward sneak attack with a dagger, which can send enemy flying. I assume it has to do with the speed of the dash animation for that attack, and it being a thrust XD hilarious but yeah.
There is problem with one animation here. I mean those two: 2hW_attackpowerright and 2hW_attackpowerright.
I tested them in the game with Precision mod with capsule and hit register, and it seems that collision for this attack is activated way too late. You can say at the very end off the swing, which makes problem with hitting an enemy.
For testing purposes, I swapped forward power attack (long spin attack) with this right power attack (overhead swing) and to my surprise, my character managed to do a full 360 and not hitting an enemy once. I tried this multiple times and same result every time. Weapon was "activated" basically when my character ended its swing, making this attack totally useless.
All it needs to do is to "activate" weapon collision 1 sec earlier.
There is problem with one animation here. I mean those two: 2hW_attackpowerright and 2hW_attackpowerright.
I tested them in the game with Precision mod with capsule and hit register, and it seems that collision for this attack is activated way too late. You can say at the very end off the swing, which makes problem with hitting an enemy.
For testing purposes, I swapped forward power attack (long spin attack) with this right power attack (overhead swing) and to my surprise, my character managed to do a full 360 and not hitting an enemy once. I tried this multiple times and same result every time. Weapon was "activated" basically when my character ended its swing, making this attack totally useless.
Any idea how to fix that? I don't know if creator of this animation is still here. All it needs to do is to "activate" weapon collision 1 sec earlier.
Does anyone use these with vanilla stance? I like the attack animations but not the stance and I'm wondering if it would be too not-seamless (seamful?).
+1 Just installed your Leviathan, Vanargand, and Goetia animations and gotta say.. REALLY love them man! Great objective behind the mod. Balanced, looks smooth, great variety! Will these mods work with SCAR? Also would love to have some animations for Katanas, spears, and shields!
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The only "issue" I've encountered is from a forward sneak attack with a dagger, which can send enemy flying. I assume it has to do with the speed of the dash animation for that attack, and it being a thrust XD hilarious but yeah.
edit: i must have confused this mod with the other one that makes the npc do several swings for their power attack
I tested them in the game with Precision mod with capsule and hit register, and it seems that collision for this attack is activated way too late. You can say at the very end off the swing, which makes problem with hitting an enemy.
For testing purposes, I swapped forward power attack (long spin attack) with this right power attack (overhead swing) and to my surprise, my character managed to do a full 360 and not hitting an enemy once. I tried this multiple times and same result every time. Weapon was "activated" basically when my character ended its swing, making this attack totally useless.
All it needs to do is to "activate" weapon collision 1 sec earlier.
I tested them in the game with Precision mod with capsule and hit register, and it seems that collision for this attack is activated way too late. You can say at the very end off the swing, which makes problem with hitting an enemy.
For testing purposes, I swapped forward power attack (long spin attack) with this right power attack (overhead swing) and to my surprise, my character managed to do a full 360 and not hitting an enemy once. I tried this multiple times and same result every time. Weapon was "activated" basically when my character ended its swing, making this attack totally useless.
Any idea how to fix that? I don't know if creator of this animation is still here.
All it needs to do is to "activate" weapon collision 1 sec earlier.
(btw its noiit that i dont like the animations, they are great, it just doesnt fit to my current character)