Does anyone know how you would go about removing the dodge rolls from NPCs? I'd like to keep the side steps in, but having NPCs rolling a round like Godrick the Grafted is a bit goofy sometimes.
Heads up: If the dodge sound is bothering you, you can edit the dodge's annotations to remove them completely, or change them in a way that it renders properly based on distance. For the latter, you will need to create a .esp, or just add the edit into an existing .esp. Open creation kit, go to the Sound Descriptor tab and search for "FSTPlayerDirtJumpDownSD". This is the sound used by the dodges. Rename it as per your liking and change the Output Model to something else that makes sense for you, like "SOMMono01400Player3rd" (the default is SOMMono01400Player1st, which means that this sound is rendered for 1st person as default, so that is why if an enemy dodges a mile away from you it feels like he is dodging right besides you). After that, edit the "SoundPlay" annotations of ALL dodge animations to point to your new sound (basically replace "FSTPlayerDirtJumpDownSD" with the name of the new sound).
Sorry about being unclear about that, you'll need hkanno64 to edit the animation's annotations. It can dump the animation's (.hkx) annotations into a .txt file, so that you can edit it (the file itself is pretty intuitive), and then it can write the new information back into the animation (.hkx) file (you basically update the animation's annotation). The mco to bfco converter used to use hkanno64 to dump annotations and also to convert mco animations to bfco in mass, which is very helpful, but unfortunately it only works with animations that have specific names (like mco_attack1.hkx, BFCO_PowerAttack1.hkx), so you'd need to run the hkanno64 through cmd for the dodge files, like it says in the mod's description page, or you can create a .bat script to do this automatically for you (i can create a script, if you want)
This mod does exactly what is supposed to be done, but since it edits the Sound Descriptor record (a vanilla one), instead of creating a new one like i suggested, it could have compatibility problems with some mod, but that would be really easy to fix, if it ever happens.
So, i'm having a REALLY annoying problem with some of the dodge animations, for example, all of the Rogue-Assassin Type Class dodges are borked, the NPCs that use them just dodge in place, it's like their animmotion data aren't working for some obscure reason. I have a custom NPC that uses dodge animations from nioh2 and they will move correctly when dodging, and i have checked the annotations from them, and i see no reason as to why the Rogue-Assassin's ones wouldn't work. I haven't seen anyone anywhere having this problem, which is really weird, and i can't find any hint anywhere as to why this would be happening. Maybe it's a problem with Pandora? But even if it is, it's weird why just some animations are affected. I also have this problem with some special stagger animations from elden rim , the enemies are supposed to fly back when hit by some attacks, but they just play the falling animation in place, and this is so jarring. Has ANYONE encountered this bug?? If i fix it, i'll be able to fix the elden rim's bug too.
EDIT: I SOLVED the damn problem. It was Pandora indeed messing up something. I tried with Nemesis, and EVERYTHING worked flawlessly, even the Elden Rim special staggers, so the solution is to not use Pandora until it is properly released.
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Lower dodge sound from NPC's using TK Dodge
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EDIT: I SOLVED the damn problem. It was Pandora indeed messing up something. I tried with Nemesis, and EVERYTHING worked flawlessly, even the Elden Rim special staggers, so the solution is to not use Pandora until it is properly released.