when I use this mod with a mod that gives female animations to female orcs this mod does not overwrite said mod and so the sprinting animation is vanilla even though I have this mod installed. Any help?
I have a problem, when I use the CATA version, the sprint animations do not work when I am unarmed (I mean if I have a holstered weapon it works, what I mean is that it does not work when I am in fist combat) sorry if What I'm trying to say is not understood, I'm using a translator, any solution? I have the complete pack for the CATA version, everything works, except that
You're saying that you're not getting animations for when you have your weapons equipped and unsheathed, right? This mod is supposed to be like that. This pack only has animations for when you have weapons sheathed. Verolevi's moveset mods, however, do have locomotion animations for unsheathed weapons. They have sets for great sword, one-handed blades, maces, etc, nearly every weapon Verolevi has covered. Hopefully that helps you
Any chance you can add a bit more lean to the sprint? I don't wanna be overly critical, but the character looks like they're running with a stick up their ass.
Personally, it reminds me a LOT of the Marvel Captain America Run. Chris evans' form is so freakishly perfect that all the scenes with Captain America running had to be done BY him, because they couldn't replicate his form. When most people run, they tend to lean forward (which doesn't affect the performance,) but they ALSO tend to bob up and down a bit because running is essentially a series of very small forward jumps. the less headbob there is, the more efficient the running is.
That being said; it always is a little freaky watching running like that; because it's such a straightforward and precise movement, it doesn't feel quite human to us. it's great for characters like steve rogers, who are meant to be viewed in-universe as close to perfect humans; but not really all that great for other types.
you guys need to get good at modding i did a work around for this small issue before by removing all mco animations that overwrites and put this at higher priority.
i just remembered the reason is most certainly not mco its either OAR/DAR DAR got some animations that replaces movements specially if youre using elden rim or any other modpack with MCO animations look into those behaviors one by one DAR got separate folders than this mods so you cant overwrite those mods you can only remove them.
also recommeded to use the condition behavior from this mod but still that wont help since you need to remove the movement animations from DAR or the specific MCO mod you installed.
and thats DAR just doing its magic its suppose to separate behaviors depending on the equipment youre using so make use of that if you want to change specific weapons with specific movement animations
You'd have to delete .hkx files that are conflicting with each other in order to get it running correctly. Uninstalling Elder Souls - Locomotion from MCO should fix the problem. Hopefully
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That being said; it always is a little freaky watching running like that; because it's such a straightforward and precise movement, it doesn't feel quite human to us. it's great for characters like steve rogers, who are meant to be viewed in-universe as close to perfect humans; but not really all that great for other types.
i just remembered the reason is most certainly not mco its either OAR/DAR DAR got some animations that replaces movements specially if youre using elden rim or any other modpack with MCO animations look into those behaviors one by one DAR got separate folders than this mods so you cant overwrite those mods you can only remove them.
and thats DAR just doing its magic its suppose to separate behaviors depending on the equipment youre using so make use of that if you want to change specific weapons with specific movement animations