Heyyy it's been ages... I quit gaming for a while. Depression + a new job got most of my time. I got that itch to play again, so I fixed this mod. Sorry for not seeing the old comments before.
Anyway, the mod is redone and I got inspired by jays' DAC, so it should be better for most people now. If there is an alternate key instead of SHIFT that people want, I could maybe make an optional file for it.
However, forcing the shift key sucks. Just about the worst key on the planet for substituting out using AutoHotKey. Causes all kinds of glitches, stays activated in-game and out-of-game when subbing another key for it. The only worse keys would have been Esc or the Windows button.
The author did the service of providing the source file so I might just dig around for a compiler or download the Creation Kit.
Also, the alternate file (which the author says looks like Assassin's Creed) is in my estimation the far better animation. It is flawless, whereas the main file has a hiccup in the animation during long dives -- this may or may not be corrected by toggling "replace on loop" or "replace on echo" in OAR/DAR (I didn't bother playing with it as the alternate animation suits me fine -- I was going to randomize between the two with 9999129 and 9999130 DAR directories, which is easily feasible as the mod scripts don't require specific folder numbers, but why bother).
In any case, a most welcome addition to the third-person moves. I go out of my way for opportunities to use it.
Edit: nvm, it was because of DAR. I replaced it with OAR and all animations worked again!
Worked at first, then stopped working along side with other animations... i managed to make some animations work by clearing Nemesis cache, but this one refuses to work :( Any ideas??
Hello! For some reason my animation breaks in the middle. The game character spreads his arms, starts to jump and in the middle the animation breaks and he just falls in the jump. Can you help?
well...it seems to work. I thought that maybe it was somehow connected with the shallowness of the river, but it looks like it was me doing something wrong (either I released shift too early, or the spacebar).
hi there! great work! can you test this with this mod? Dova Jump Its mod author says it works just fine but I haven't been able to do so. Maybe it has something to do with my shift key mapping. Any insight would be much appreciated!
Hello again! Try putting the diving mod lower in the load order than DovaJump. If you already have it lower in the mod manager, then you should disable DovaJump. If diving works, then it's a problem with my mod and I'll work on a solution. If the problem persists with DovaJump disabled (which I think it will since I have a different animation priority set), you'll need to see what other animations in your game might have priority over diving. Since diving uses DAR, that priority is very important in this case. Basically, you'll need to try all of the above and report it wherever you feel comfortable.
Hmm, I see, download the second DovaJump file from the additional downloads on my mod page. Test it and let me know if it works. The boot order doesn't matter
I understood what the problem is, they are not compatible yet! I am working on it, and the result will surprise you! And now I will say simply - I will achieve full compatibility of the two mods. If you play with DovaJump and equip the weapon "diving" will not happen :). There are a couple of solutions and I will test them and also inform you about my results. True, it will not be very fast
Edit: I think the best solution for now is to set a higher priority than the one set in my DovaJump. Например у меня стоит приоретет 10134, то поставить любое число выше, но чтобы было наверняка, я бы поставил 999134 🤪🤣🤣🤣
It kinda works now if you time it right. If you press shift while only the jump animation is playing, the pc will dive. however, if you try to press shift when the fall animation from dova jump is already playing, pc won't dive. At least in my case.
This is also interesting, unfortunately I don't have much time now to fully test these mods for compatibility. Over time, I hope and believe that the diving mod and my jumping mod will be much better and fully compatible. I'm slowly working on this (very slowly for now). However, all this can also be solved. Right now I think we need to add a condition so that the diving animation is played in the air. Because as far as I know, the «diving» functionality is designed for the player to jump from any surface while not in the air to start the jump animation and then the fall animation. That is, it is a complex of two animations, which is launched only if the jump itself is performed and shift is pressed. I have not tried to turn off my mod myself and play only with «diving». Perhaps the functionality is much wider and diving can be launched even from «flying in the air».
So my mod just overrides the "diving" animation. I'll do my best to make it compatible :)
It'll be awesome to see if the player can dive to water midair after plummeting from high places such as Bard's Leap Summit. I look forward to see these 2 great mods to work together for more added immersion. :)
someone please correct me if I am wrong, but I dont think that can happen smoothly with a simple script like I use (or at all). The issue is that when the game triggers an animation you can't change it to another version of it while its still playing, and jumping comes in a full set (dunno if I explained that right xD), we got OAR/DAR that works with conditions, but they gotta be triggered before the animation starts so the game uses the right folder. And we dont have that many different types of jumping files, it basically jump up, fall, long fall and landing. We manage to make it look different based on conditions, but there isnt anything specific to identify the player is jumping in water beforehand. I cant think of a universal solution to change this dinamically besides making specific folders with the mixed animations you want and keeping them on different keys for each situation
It'll be awesome to see if the player can dive to water midair after plummeting from high places such as Bard's Leap Summit. I look forward to see these 2 great mods to work together for more added immersion. :)
I mean, thats where I tested most of my jumps, and that initial jump to get impulse before going to a diving position is already on my mod
I meant that you can transition to diving animation from the flailing fall animation of dova jump. But as you said, it might have something to do with how the game works. It is only for realism and immersive purposes. The dive works fine now if timed right.
Sidenote, you can't dive if you have daumbra from there is no umbra equipped. not really game breaking, you can fix this by simply unequipping daumbra. although with daumbra equipped, the player does a sick front flip. Just sharing my experience :)
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Anyway, the mod is redone and I got inspired by jays' DAC, so it should be better for most people now.
If there is an alternate key instead of SHIFT that people want, I could maybe make an optional file for it.
Cheers!
However, forcing the shift key sucks. Just about the worst key on the planet for substituting out using AutoHotKey. Causes all kinds of glitches, stays activated in-game and out-of-game when subbing another key for it. The only worse keys would have been Esc or the Windows button.
The author did the service of providing the source file so I might just dig around for a compiler or download the Creation Kit.
Also, the alternate file (which the author says looks like Assassin's Creed) is in my estimation the far better animation. It is flawless, whereas the main file has a hiccup in the animation during long dives -- this may or may not be corrected by toggling "replace on loop" or "replace on echo" in OAR/DAR (I didn't bother playing with it as the alternate animation suits me fine -- I was going to randomize between the two with 9999129 and 9999130 DAR directories, which is easily feasible as the mod scripts don't require specific folder numbers, but why bother).
In any case, a most welcome addition to the third-person moves. I go out of my way for opportunities to use it.
i cant get it to work for my shift key is assigned to opening the inventory, skills, magic, map tree
Really appreciate any help thanks again.
Worked at first, then stopped working along side with other animations... i managed to make some animations work by clearing Nemesis cache, but this one refuses to work :( Any ideas??
I like your older version of pressing C or X and having 5 seconds to jump.
And that false bug report was not necessary...
Thank you for making this mod.
Its mod author says it works just fine but I haven't been able to do so. Maybe it has something to do with my shift key mapping.
Any insight would be much appreciated!
I may be wrong:)
Edit: It works with dova jump disabled but I don't know how to place it lower than dova jump in the LO since dova jump doesn't have an esp
The boot order doesn't matter
Edit: I think the best solution for now is to set a higher priority than the one set in my DovaJump. Например у меня стоит приоретет 10134, то поставить любое число выше, но чтобы было наверняка, я бы поставил 999134 🤪🤣🤣🤣
So my mod just overrides the "diving" animation. I'll do my best to make it compatible :)
And we dont have that many different types of jumping files, it basically jump up, fall, long fall and landing. We manage to make it look different based on conditions, but there isnt anything specific to identify the player is jumping in water beforehand.
I cant think of a universal solution to change this dinamically besides making specific folders with the mixed animations you want and keeping them on different keys for each situation
Sidenote, you can't dive if you have daumbra from there is no umbra equipped. not really game breaking, you can fix this by simply unequipping daumbra. although with daumbra equipped, the player does a sick front flip. Just sharing my experience :)
And yeah, the falling animation cant be changed if you are already falling :(