You should figure how how to allow power attacks while falling/jumping like in classic Oblivion. It used to be a perk from Acrobatics but they removed it completely. Also give us old power attack animations! They removed the spinning lunge with 2H swords by holding S.
This exactly, me and you are the only ones that seem to miss this, theres many times in this remake im 20ft in the air from bhopping all over and I want to land on an enemy with my 2h and just slam them down, but ya they removed thatsadly, everything else has been pretty good, thats saying alot
is tehre a way to add to this mod a line of code that speeds up the swing animation? The Claymore feels super sluggish, and i cant find any mods that give us the ability to change this. any advice would be greatly appreciated
If it works anything like Skyrim, go to the weapon in xedit, and adjust the speed there. for example, in the wheel of time mod, Avienda has a spear (that acts like a one handed sword unfortunately), but its speed is 150% of a regular one handed swing. I may take a look. if this method is intact in oblivion, I would have to adjust EVERY claymore.
Yeah, I'm actually having it randomly power attack even when I don't spam. Hopefully, it can be tweaked to fix this or an alternate version with slightly more delay can be made to work around it.
Edit: Now that I look at the description again and the script, it should be incredibly easy to edit. I'll just mess around with it myself and see what feels good without being too much. So far .20 feels pretty good.
1. If in Altar.ini write [/Script/Altar.VEnhancedAltarPlayerController] Context.PowerAttackInputTime=0.15 will it be the same? 2. The mods still need to be adapted Cancel Attack https://www.nexusmods.com/oblivion/mods/25316 Unidirectional Attack https://www.nexusmods.com/oblivion/mods/42975 3. And also implement SKSE
Yeah I could really use a mod that locks the NPCs attack once they commit. As it stands they can follow you around mid animation in an almost complete circle, makes dodging while close ineffective. The hitboxes seem wonky as well, way larger than necessary.
THIS!!!! WE ABSOLUTELY NEED TO FIX THE BLOCKING. one of the best parts of the original game was being able to animation cancel spells / endlag of attacks.
OMG it wasn't until you said it that I remembered doing that lol. Was wondering why i felt so vulnerable all the time with my claymore compared to before.
Are there other UE5 variables that can be tweaked related to attacking, that can fix/remove the god-awful "move set" timed attacks? Or where do you look to figure that out?
What I would like to see is guarantee stun to enemies hit by heavy attack.
So many times on harder difficulty I died just because I used heavy attack on my enemy, he has been his, but he was just "SO?", and while i was locked to animation of ending my heavy attack, my opponent just done two quick attacks and killed me or I lost atleast 2 times more health than he lost from my heavy attack... This is just anti player skill mechanik.
Just to clarify, since this site is terminally incapable of adding meaningful descriptions (though I still appreciate your efforts) what this does is reduce the amount of time you have to hold down the attack key before a power attack is triggered? I couldn't find any use for this as all it did was trigger power attacks at random while attacking
28 comments
Edit:
Now that I look at the description again and the script, it should be incredibly easy to edit. I'll just mess around with it myself and see what feels good without being too much. So far .20 feels pretty good.
If in Altar.ini write
[/Script/Altar.VEnhancedAltarPlayerController]
Context.PowerAttackInputTime=0.15
will it be the same?
2.
The mods still need to be adapted
Cancel Attack
https://www.nexusmods.com/oblivion/mods/25316
Unidirectional Attack
https://www.nexusmods.com/oblivion/mods/42975
3.
And also implement SKSE
Was wondering why i felt so vulnerable all the time with my claymore compared to before.
So many times on harder difficulty I died just because I used heavy attack on my enemy, he has been his, but he was just "SO?", and while i was locked to animation of ending my heavy attack, my opponent just done two quick attacks and killed me or I lost atleast 2 times more health than he lost from my heavy attack... This is just anti player skill mechanik.
Where does one find "/Script/Altar.VEnhancedAltarPlayerController" where you modified this code? I want to check if I can improve claymore animations.
[Debug]
GuiConsoleEnabled = 1
GuiConsoleVisible = 1
and you can view in gui console window UE classes \ functions \ structures etc
for search filter also enable bUseUObjectArrayCache = true in UE4SS-settings.ini