I came across your mod after trying to get a fix for my characters silly choice of stance during combat. I went with 2 rapiers. Your mod fixes his animation, which is great. He no longer looks like he is casually walking into combat. There is one problem and im wondering if you'd know how to help. When I dual wield rapiers (or two weapon fight using rapiers) he stabs twice with his main hand. Is there a possibility to make his second attack with his offhand instead? I know its such a minor thing but I just want my boy to stab with both needles, thats all.
current game version makes the character dual wield rapier when fencing value is set to piercing one handed or slashing one handed when off hand is free. Is there any chance that it can be fixed like in tweak or treat mod? I know it uses value: "no_two_handed_rapier". But nfortunately do not know how to make a standalon mod out of it.
You can check out source code on the github and make you own out of it. You will need to add something like WeaponVisualParameters_get_AnimStyle_Patch but containing required fix.
BlueprintWeaponType_IsOneHandedWhichCanBeUsedWithTwoHands in "Tweak or Treat" seems to be what you want. You should ask edoipi for permissions on using his code.
Hi there! First of all, I would like to thank You for this mode.
I think, he meant that - when dual wielding mode works properly. For example when I use rapier as my main weapon and dagger as off, mode shows everything correctly. But when I only have rapier and the other hand free mode is not working correctly. It shows corectly in inventory menu, but in real combat its messed up. Example :(As a right handed character) When I hold it in right hand it shows correctly in inventory menu, but in real combat shows as holding a spear with both hands. When I hold it in left hand(as right handed character), it looks "SUPER" cool as fencing character should look like, but only in menu. In real combat character holds in in front of their faces and there is no animation to attack. Could it be fixed, so it looks "SUPER" cool (as I described it above) in both menu and combat? Hope my explanation was clear :D Thanks
Edit: I tried few combinations in your .json file, but non seems to work properly. I decided to install Tweak or tread mode together with yours and it works exactly as I described above (properly with "SUPER" cool animation and also hand down fix). Problem is that Tweak or Tread mode has so many things (not a bad thing, just not my kind of mode), that i do not wanna use it, because it breaks immersion for me.
How are you going to slash with a rapier? For one, its center of balance is close to the hilt. That suggests that the blade itself lacks mass. Some density, also. but when you're looking for a real cut & thrust sword/katana/longsword... Honestly most are balanced around 6" from the hilt. Yes, that does change things. Because that results in torque - rotational force. Too lazy to go more into physics but it's all angular momentum. Secondly, that the blades are edged with enough mass so that the blades are strong. Actually, not just mass. The mere structure of mass of a flat blade reinforces itself horizontally.
This is important because swordfighting is about leverage. Talhoffer and Liechentstein left very comprehensive manuals on the German Longsword. What you do if you're getting slashed at is to catch the top of the attacker's blade with the as close to the hilt as possible. That requires rotational force from your opponent whereas you're catching it with almost-linear force. That's one method of parrying.
Honestly you're thinking the cut-and-thrust sword, which is how they dueled outside of battle. I think. I can't remember and I'm too lazy right now.
Oh, and hot take: The only reason rapiers are popular is because it's in the Olympics, and the Olympics is where athletes are mere proxies. They don't care who wins. They care about which country won. That they are better than another country using these arbitrary sports.
Besides that propaganda talk lol... Notice how sports fencing does not say "use a rapier." There's the foil, the épée, and the saber. So if you want to be realistic, you're going to have distinguish between rapiers.
animation_map.json contains a map of which animation to replace with which one. By default it contains only a record for Fencing -> PiercingOneHanded. When the game needs to know what animation to use it calculates it and after that mod kicks in and checks if it is something from it's map. It it is - it will return mapped value, otherwise - it will leave the original one.
So for a default configuration it would be: if weapon has animation "Fencing" - it returns "PiercingOneHanded" otherwise - it returns unmodified value.
If you want to make a different mapping you can add more values in animation_map.json . For example:
This will convert all "Fencing" animations to "PiercingOneHanded" and all "Dagger" animations to "Fist". The list of known animations is in the description.
This map has JSON format: https://www.w3schools.com/whatis/whatis_json.asp and consists of a single object. Basically it is just a storage of key/value pairs.
I hope that was helpful. Fell free to ask for more help.
When installing the mod using the UnityModManager, I get the message 'needs to update', though I'm updated to the latest version. Don't know if anyone else has run into this problem. I am using the Tweak or Treat mod, maybe there's a negative interaction there?
EDIT: Nevermind, sorry, I was dumb. The UMM itself needed to be updated. Ignore this!
17 comments
I came across your mod after trying to get a fix for my characters silly choice of stance during combat. I went with 2 rapiers. Your mod fixes his animation, which is great. He no longer looks like he is casually walking into combat. There is one problem and im wondering if you'd know how to help. When I dual wield rapiers (or two weapon fight using rapiers) he stabs twice with his main hand. Is there a possibility to make his second attack with his offhand instead? I know its such a minor thing but I just want my boy to stab with both needles, thats all.
Thanks in advance!
current game version makes the character dual wield rapier when fencing value is set to piercing one handed or slashing one handed when off hand is free. Is there any chance that it can be fixed like in tweak or treat mod? I know it uses value: "no_two_handed_rapier". But nfortunately do not know how to make a standalon mod out of it.
You can check out source code on the github and make you own out of it. You will need to add something like WeaponVisualParameters_get_AnimStyle_Patch but containing required fix.
BlueprintWeaponType_IsOneHandedWhichCanBeUsedWithTwoHands in "Tweak or Treat" seems to be what you want. You should ask edoipi for permissions on using his code.
First of all, I would like to thank You for this mode.
I think, he meant that - when dual wielding mode works properly. For example when I use rapier as my main weapon and dagger as off, mode shows everything correctly. But when I only have rapier and the other hand free mode is not working correctly. It shows corectly in inventory menu, but in real combat its messed up. Example :(As a right handed character) When I hold it in right hand it shows correctly in inventory menu, but in real combat shows as holding a spear with both hands. When I hold it in left hand(as right handed character), it looks "SUPER" cool as fencing character should look like, but only in menu. In real combat character holds in in front of their faces and there is no animation to attack. Could it be fixed, so it looks "SUPER" cool (as I described it above) in both menu and combat? Hope my explanation was clear :D Thanks
Edit: I tried few combinations in your .json file, but non seems to work properly. I decided to install Tweak or tread mode together with yours and it works exactly as I described above (properly with "SUPER" cool animation and also hand down fix). Problem is that Tweak or Tread mode has so many things (not a bad thing, just not my kind of mode), that i do not wanna use it, because it breaks immersion for me.
Edit: perhaps you may need this mod. It adds "Tweak or Treat" fix for empty hand.
I'll take a look at what can be done regarding options
This is important because swordfighting is about leverage. Talhoffer and Liechentstein left very comprehensive manuals on the German Longsword. What you do if you're getting slashed at is to catch the top of the attacker's blade with the as close to the hilt as possible. That requires rotational force from your opponent whereas you're catching it with almost-linear force. That's one method of parrying.
Honestly you're thinking the cut-and-thrust sword, which is how they dueled outside of battle. I think. I can't remember and I'm too lazy right now.
Oh, and hot take: The only reason rapiers are popular is because it's in the Olympics, and the Olympics is where athletes are mere proxies. They don't care who wins. They care about which country won. That they are better than another country using these arbitrary sports.
Sorry for late reply.
animation_map.json contains a map of which animation to replace with which one. By default it contains only a record for Fencing -> PiercingOneHanded. When the game needs to know what animation to use it calculates it and after that mod kicks in and checks if it is something from it's map. It it is - it will return mapped value, otherwise - it will leave the original one.
So for a default configuration it would be: if weapon has animation "Fencing" - it returns "PiercingOneHanded" otherwise - it returns unmodified value.
If you want to make a different mapping you can add more values in animation_map.json . For example:
{
"Fencing": "PiercingOneHanded",
"Dagger": "Fist"
}
This will convert all "Fencing" animations to "PiercingOneHanded" and all "Dagger" animations to "Fist". The list of known animations is in the description.
This map has JSON format: https://www.w3schools.com/whatis/whatis_json.asp and consists of a single object. Basically it is just a storage of key/value pairs.
I hope that was helpful. Fell free to ask for more help.
EDIT: Nevermind, sorry, I was dumb. The UMM itself needed to be updated. Ignore this!
- if holding weapon in one hand with other hand empty, character does not keep the empty hand high in the air
It looks really stupid that every one-handed weapon is held as if they're also carrying an invisible shield.