LastingStar Posted June 27, 2022 Posted June 27, 2022 For some reason in my current load order, right handed standard sneak attacks have no collision/attack data. When I attack, it plays the animation, but no sound or collision (i.e. the weapon hitting something like NPCs or objects) actually happens. I think this specific issue has been in my load order for a while, but in previous versions whatever was changing the sneak attack would still attach an attack event to it such that it would still work. Since I installed Precision however (which disables vanilla attack events and uses its own based on the geometry of the weapons for accurate hitboxes) no attack actually occurs. I'm really not sure what is causing this, but it is forcing me to use left hand or dual wield attacks to get stealth bonuses, which is not unplayable, but this issue is significant enough that I would prefer to have it resolved. I tested this both with the sneak attack animation mods I was using, and with vanilla animations, and neither worked. I have put a lot of time into getting this load order to this point, so I would prefer not to have to rip it open to debug this one issue. Hopefully someone has some insight about what might be causing this issue. This is my plugin list (sorry it's pretty darn long): Spoiler # This file was automatically generated by Mod Organizer. *ccbgssse001-fish.esm *ccbgssse067-daedinv.esm *ccasvsse001-almsivi.esm *ccedhsse003-redguard.esl *ccbgssse011-hrsarmrelvn.esl *ccbgssse012-hrsarmrstl.esl *Unofficial Skyrim Special Edition Patch.esp *Vanilla Script MicroOptimizations.esl *Unofficial Skyrim Modders Patch.esp *RSkyrimChildren.esm *Unofficial Bone Wolf Patch.esl *Unofficial Dwarven Armored Mudcrab Patch.esl *Unofficial Ebony Plate Armor Patch.esl *Unofficial Expanded Crossbow Pack Patch.esl *Unofficial Elite Crossbows Patch.esl *Unofficial Nordic Jewelry Patch.esl *Unofficial Rare Curios Patch.esl *Unofficial Stalhrim Fur Armor Patch.esl *Unofficial Vigil Enforcer Armor Set Patch.esl *TrueHUD.esl *High Poly Head.esm *SmoothCam.esl *AHZmoreHUDInventory.esl *IFPVDetector.esl *Expressive Facegen Morphs.esl *FISS.esp *RASS - Visual Effects.esl *Enhanced Landscapes.esp *Landscape and Water Fixes.esp *MajesticMountains_Landscape.esm *LegacyoftheDragonborn.esm *Occ_Skyrim_Tamriel.esp *3DNPC.esp *Lightened Skyrim - 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anjenthedog Posted June 28, 2022 Posted June 28, 2022 (edited) 1st person mode by any chance, or 3rd too? I get that sometimes in 1st person mode. It actually affects both arms for me (I usually dual wield unless I need a shield or spell) I don't know exactly why it happens, but switching back to 3rd person reenables it/them. Not to say it fixes the 1st person issue, but at least let's me hit back. idk if you're tried that or not (in case it might at least help in a pinch) idk if maybe it can be affected by the jump glitch or not either, so that's a possibility. jump glitch (in my own words experience) equip bow go to 1st person mode While running, jump off a ledge (not to kill yourself, 10 feet is/can-be enough) with some (unknown percentage) probability, your aim goes crooked and unless remedied, remains that way until a game load or maybe even game reboot. This doesn't happen always. Most times, when you jump you go with gravity. But sometimes, and idk why, you don't land on your feet, and instead, you're stuck in the air as if being levitated a foot or two off the ground. If you don't wait until TCL or whatever takes back over and let's you drop the final ~foot or so to the ground, things seem to get screwy with player. What I do when that particular bow thing comes up is get into 3rd person mode, jump, wait to hit ground (this is what I think might get humped when the glitch occurs), then unequip the weapon(s), and I can now re-equip and things work fine again in both 3rd and 1st. In the meantime, 3rd person will suffice to keep my hide. So my point there is that this might be happening with other weapons too. Symptoms may vary, (point of aim, no actual strike event, something with some other gear) idk. I do know that *sometimes* my daggers or sword or war axes acts just like your weapon. usually both, sometimes only one. In fact, I'm going to try to remember this next time I get one of those glitch daggers/axes/sword things in 1st person mode and see if that doesn't sort it out. 2 hours ago, LastingStar said: Since I installed Precision however (which disables vanilla attack events and uses its own based on the geometry of the weapons for accurate hitboxes) no attack actually occurs. I'm not familiar with that mod, but fwiw, maybe try disabling "precision". Maybe there's something wonky happening with it? good luck. Edited June 28, 2022 by anjenthedog
LastingStar Posted June 28, 2022 Author Posted June 28, 2022 (edited) 1 hour ago, anjenthedog said: 1st person mode by any chance, or 3rd too? Actually it's 3rd only, the attack event works in 1st. I've got my game set up to play almost exclusively in 3rd person though, so this is a bit of an issue. And I'm pretty sure that this is caused by something other than Precision (Precision is a WIP mod that does a whole bunch of things like generating accurate hitboxes based on weapon meshes, adding weapon collision interactions with things like corpses, and bouncing attacks off of walls like in Dark Souls. It's really cool, and I would very much prefer not to disable it). What I think is that some mod has been altering the sneak attack behavior for some reason, in a way that is incompatible with how Precision detects when it should generate hitboxes. I suspect this is the case because I noticed these changes to how the right hand sneak attack was being handled even before installing Precision (for instance, I could whiff an attack right next to an enemy and they wouldn't notice, and no attack sound would be played, so I'm guessing there is no sound event being generated unless the attack hits something) It's strange using a different sneak attack animation pack doesn't change this issue, so it must be happening somewhere else in the system. I've been glancing over my mod list, but I have no idea what might be causing it. Edit: Also, the animation seems to be slowed down, and locked in place so I can't do it on the move at all. Interesting. Edited June 28, 2022 by LastingStar
anjenthedog Posted June 28, 2022 Posted June 28, 2022 (edited) Just for shitzngiggles, have you tried dispelallspells? (premise would be some glitched negative buff, and maybe not even visible in your buffs listings) 25 minutes ago, LastingStar said: Also, the animation seems to be slowed down, and locked in place so I can't do it on the move at all. "symptomologically" it almost sounds like rockjoint when left unattended Edited June 28, 2022 by anjenthedog
yorpers Posted June 28, 2022 Posted June 28, 2022 (edited) 5 hours ago, LastingStar said: *AttackBehaviorTweaks.esp I don't use this mod but after looking at the bug reports you may want to look into it and see if that is a potential cause. Some of the bug reports mention animation freezing. I think this is the mod page for it https://www.nexusmods.com/skyrimspecialedition/mods/45378?tab=description EDIT I also noticed your FNIS seems to be last in your load order? that confuses me. You should not be overwriting nemesis data with fnis data. Edited June 28, 2022 by yorpers Typing error
LastingStar Posted June 28, 2022 Author Posted June 28, 2022 51 minutes ago, anjenthedog said: Just for shitzngiggles, have you tried dispelallspells? (premise would be some glitched negative buff, and maybe not even visible in your buffs listings) Well, rule out the easy stuff first I guess, but no, that wasn't it. I think it's something more at the behavior level, not a spell effect or anything. It affects even brand new games as well. 45 minutes ago, yorpers said: I don't use this mod but after looking at the bug reports you may want to look into it and see if that is a potential cause. Some of the bug reports mention animation freezing. ~~ I also noticed your FNIS seems to be last in your load order? that confuses me. You should not be overwriting nemesis data with fnis data. The FNIS is for creatures, and I've altered the setup so that it can't build behavior for humanoid skeletons (if I followed the setup guide correctly for Nemesis/FNIS hybrid load order, which I believe I did). Also I am using a much newer version of ABR. I tried disabling it, but it didn't fix the issue (just ended up causing more issues). At this point I think I'll just have to go through all of my animation/behavior mods 1 by 1 to figure out what the problem is. Which will be a pain, because the Nemesis patcher is not particularly stable.
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