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Hand to hand weapon/skills


jonniezombietronic

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Wow. I'm honestly pretty impressed. I'm going to contact the mod owner tommorrow and see if he wants to either work with me or let me use his animations. Thanks for the link! :smile:
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Np Ive tested his mod and everything seems to flow right except the dual hand power attack. The attacks and sounds are not synced. It seems like the sound wants to make it go fast, but the animation seems and feels delayed.
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I'd rather see a video before judging but is it me or all jump animations are replaced by a salto? I hope I'm guessing wrong, a salto can look cool but if your character can't jump normally it may look like some sort of weird obsession.

What I wonder however is if someone made a mod that fixes the animation blending or so that interferes with the movement. I'm here talking about the troubles in character controling, when you try to run sideways or jump while running etc. Already there are sometimes collision bugs with (probably) bounding boxes... But troubles to move around are awful. It's very frustrating to find yourself unable to jump over a small rock when you've got a giant running after you and meeting a stupid death because the computer didn't take account of the jump command.

In Morrowind and Oblivion the command blended smoothly even if the animations could hence look a little weird. At least I didn't feel limited in my movements. I assume some limitations are nice to avoid doing supernatural moves but when you find yourself unable to jump... uhm.

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Yes, I would be a bit concerned if every move was replaced, but we could probably make it an optional move if we wanted it. There are some videos on the Video tab of the file's page. I'll go ahead and contact the guy. It can't hurt to see how it all works and see if he would be willing to help us out.

 

Oh, btw, would you mind posting something on the WIP thread? Anything, really. :smile: I think I made the thread in the wrong time of day because it got buried under all of the other new posts.

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The animations aren't bad, they looked rather nice on the 3rd video with the guy but the 4th video with the girl felt all different. I noticed strange translations of the character on the ground and when she jumped it looked like she was pulled by some invisible wire, the gravity and speed of the movements felt a little strange. I think it can be fixed with a little work, tweaking curves or so maybe (I don't know how he made the animations though, depends on the soft etc).

Personally I find these animations too specific to be used as replacers. However they would add a nice variety of movements if they were mapped on few more keys, or some could be generated as a random display alternative (like the jump). Again that's just my opinion!

 

Alright, yes! It's been a moment I haven't updated it and I shall! (plus I've written 2 new books, the Fire Rune spell tome and completed a 5-book series :D)

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Alright, a bit of an update:

 

All of the perks (that you gain from leveling) have now been added. Right now I am working on getting the Pillars to work. The PIllars that let you manage your stats and the mod are the ones that I'm working on right now. It's taking a lot of scripting. I wrote a script over 600 lines long for one of them, which is longer than almost all of the scripts in the vanilla game. o_O That script did not work, but with some help from the Mod Talk forum, I was able to get it working and I now know how to get a lot of my other scripts working. Once I finish the Pillars I will begin working on Items and Enchantments.

 

I have also added the Pillars to the world and added them to the map.

 

I agree. They were fairly good animations, but I wouldn't want to be forced into them. If he does let me use them, I will have to figure out how to tie them to other keys and what keys to use. I would make those optional, as well. Do either of you know how the tying of actions/anims to keys works in the CK?

Edited by Woverdude
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Damn, that's some crazy work! And it's awesome you could get the help you needed to go on! I can't wait to see more, don't hesitate to post screenshots to give us a better idea of what you're doing so we can give you more appropriate feedback :)

 

And I have good news too, though it's not as amazing: I reinstalled 7 again on a freshly formated partition that I had never used, resinstalled most of my drivers and programs, reinstalled Skyrim.... and everything is running perfectly! Now I just hope none of the 6 moth surrounding me very closely don't try to go inside my laptop and set it on fire ^^; (I tried to catch the moths and throw them outside but they come back, now I try to make them little hideouts with papers, they seem to enjoy it)

 

Regarding the key mapping I've no idea of where it can be found to begin with but did you check the CK wiki? Also adding new keys may require to create new entries in a code lost somewhere deep in the core gameplay files (it may! not that it will!) That's just to warn about the possibility. I think it should be perfectly doable but it may take a little time if the procedure isn't obvious.

 

On my part I'll try to take a look over alchemy and cooking. I'd like to replace the cooking menu by one rather like the alchemy menu to give the possibility to experiment and find new recipes by combining ingredients. But that's off topic!

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It's not bad but I would still reproach that the color isn't perfectly matching the palette and thus standing out and I can't really figure what this green material is supposed to be. Glass I assume, but it doesn't look like any other glass weapon and thus breaks the graphic chart. Big problem in my opinion. Now I got a strict education in game development, my teachers were professionals from the industry and judging us like we worked for them, they wouldn't forgive such errors.

...damn. Sorry but each time I look at it I see how it stands out and I can't look somewhere else. I made a graphic review because I was annoyed and I think it explains better. Also I'm not sure I get how the glass parts are attached to the rest. of the weapon. The idea when you make a mod is that people should NOT notice that there's a mod. Seriously, do people notice their game is frequently updated and gets new features from Bethesda? Nope. Chuck Testa. I mean, most will be surprised the first time they get a cinekill for a ranged attack etc but won't notice it's actually new. And that's how it should be. That's how we avoid breaking the immersion.

(and very sorry for my harsh tone, it's just that I'm in that period after splitting with my girlfriend, aggressively enjoying freedom...)

 

 

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Yup, somebody posted that link on the WIP thread. I think it looks pretty cool, other than what MoonSweets posted about the textures.

 

I'll contact the maker and see what he thinks about working with us or using his models.

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