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Wrong timing attack for NPCs using SkySa


ITGM13

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Hello, I been using skysa since it's release, but since few weeks I decided to enable it for NPCs as well.

 

For example for sword moves, I notice that's hkx file with skysa\_sword1 won't work for NPCs.

 

You have simply just to rename it to attack\_left and attack\_right.

 

Anyway I have download Intense Combat that comes with Skysa and added SkySa animations for NPCs as well through fomod.

 

The problem is the attack is coming before NPC actually attacks, I mean when he is about to attack I am getting damaged and staggered. I am getting damage at the start of the animation before he even swings his arm. I noticed the gap for Two Handed is big while it's less in One Handed weapon.

 

Any Solution?

Edited by ITGM13
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Check out Retimed Hit Frames its included in Nemesis Engine.

Its also the number one thing everyone has to fix to make Combat balanced.

Everything including Dodge Mods will end up just being cosmetic without it and Weapon Speed and Reach Fixes or a Combat mod that does include its own weapon speed and reach fix.

Edited by Guest
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Check out Retimed Hit Frames its included in Nemesis Engine.

Its also the number one thing everyone has to fix to make Combat balanced.

Everything including Dodge Mods will end up just being cosmetic without it and Weapon Speed and Reach Fixes or a Combat mod that does include its own weapon speed and reach fix.

I have already this mod and checked in nemesis, the problem happen only for skysa animation for npcs. The remaining vanilla animations for NPCs are fine.

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After some test, I notice that happen only with 2hw weapons, like Battle Axe and War Hammer, the normal attack animation 2hw_attack_left & 2hw_attack_right has two hits actually. The first one starts when the actor barely starts the swing.

Edited by ITGM13
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