Lil problem, the tip of the weapons clip through each other. Not as annoying as the vanilla stance of course, but is there a way to fix that? I feel that just a slight tilt on the left hand would be enough but I don't even know if thats possible. Thanks.
I usually use a dagger in the off-hand, and a sword in the other, so I haven't noticed this particular issue. Can you provide a screenshot of what you're seeing? It could also be some sort of conflict with one of the various 3rd party animation frameworks or mods (e.g. FNIS, Nemesis, etc.) I myself am not an animator, I simply worked out how to convert the original Oldrim mod from 32 to 64-bit to ensure compatibility with Skyrim SE/AE. Therefore I'm not sure if that's something I can remedy.
i cant unsee it, we need someone to make a patch for this asap i would do it myself if i knew how. It would be such a simple fix. it looks like the same exact animation as if you only had 1 sword in your primary hand and it just shoves the secondary into that existing animation. it just needs to move the left hand slightly lower and it would be perfect
It's pretty easy actually. Just find the dw_sprintforwardsword.hkx file and delete it, then re-run Nemesis. Then it'll revert to the default sprint animation. I'd love it if the sprint animation worked, but since it doesn't, we just kinda have to do this instead.
I get why people may think vanilla is ridiculous, but in vanilla stance you are in defensive position to deflect blows heading to your body and head from the front, while in "fixed" you'd need a second longer to move your hands up to deflect.
That is only true depending on the distance between you and your opponent. In the Book of Five Rings by Miyomoto Musashi (possibly the greatest sword master in real life existence), he outlines that where you hold your swords depends almost entirely on the distance, your speed at closing that distance, and your opponents speed at closing that distance, therefore you are right, but only some of the time, and these animations are right, but only some of the time.
If you want to get technically realistic with these animations, you would need a library (yes, an entire library) of skse plug-ins to detect, track, and act upon distance between enemies and the player, number of enemies, weapons in play, speed in play, and skill in play per opponent, and then the plug-ins would need to adjust the players animations dynamically constantly and smoothly changing the player's stance, becoming more and more resolute depending on a huge set of variables surrounding the combat scene.
This is a dream of mine I hope is one day possible in SSE, maybe by my own hand if I have to, but I've been working on it for six years now with little more success than the authors of the Nexus and elsewhere, as I constantly edit my hkx files and chop mods like Combat Improvement and dynamic animation mods to pieces to formulate my own personal-use unique hyper-adrenalizing combat, but the longer I work at it, the more I only see that it is possible only with thousands more dollars being put into my PC and perhaps the completion of my degree in software engineering, which isn't happening cause I dropped out to be a full time housewife. But I'm still trying. ? I really hope to one day achieve this hyperrealistic combat idea to be more like it was in Kendo class when I was a teenager.
But I use this mod over vanilla simply because I am doing something very crazy with it right now and I need this mod's incredibly efficient and advanced work in my game to compliment at least 20 plug-ins and 30 combat mods I am using in consolidation right now.
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-_- missed my edit ...
If you want to get technically realistic with these animations, you would need a library (yes, an entire library) of skse plug-ins to detect, track, and act upon distance between enemies and the player, number of enemies, weapons in play, speed in play, and skill in play per opponent, and then the plug-ins would need to adjust the players animations dynamically constantly and smoothly changing the player's stance, becoming more and more resolute depending on a huge set of variables surrounding the combat scene.
This is a dream of mine I hope is one day possible in SSE, maybe by my own hand if I have to, but I've been working on it for six years now with little more success than the authors of the Nexus and elsewhere, as I constantly edit my hkx files and chop mods like Combat Improvement and dynamic animation mods to pieces to formulate my own personal-use unique hyper-adrenalizing combat, but the longer I work at it, the more I only see that it is possible only with thousands more dollars being put into my PC and perhaps the completion of my degree in software engineering, which isn't happening cause I dropped out to be a full time housewife. But I'm still trying. ? I really hope to one day achieve this hyperrealistic combat idea to be more like it was in Kendo class when I was a teenager.
But I use this mod over vanilla simply because I am doing something very crazy with it right now and I need this mod's incredibly efficient and advanced work in my game to compliment at least 20 plug-ins and 30 combat mods I am using in consolidation right now.