Kakabishan Posted June 5, 2016 Posted June 5, 2016 The guy who created that Vigor mod wanted animations like this. Anywhoo.. I love it.. goes perfect with Defeat. EDIT: Oh and sorry about your Mother-in-law. I hope she is well. I like that sword, what mod is that off if I might ask?
nexusmexus1234 Posted June 6, 2016 Posted June 6, 2016 Many thanks for creating this. So sorry to hear the news. Hope she recovers soon.
Funnybizness Posted June 6, 2016 Author Posted June 6, 2016 Thank you everyone for the kind words. I will be working on the second batch of animations today and should have them up before tomorrow night. I will be redoing all 2 handed weapon animations and possibly hand to hand. Stay brutal
shinji72 Posted June 6, 2016 Posted June 6, 2016 Thanks Funny. And hope you mother-in-law recovers soon.
Funnybizness Posted June 6, 2016 Author Posted June 6, 2016 Thanks Funny. And hope you mother-in-law recovers soon.Thank you Shinji we greatly appreciate that man. I am happy to say that she is doing better. Her speech is still slurred but the anti-seizure medication seems to be working. I am also happy to say that the 2 handed animations look very immersive lol I was going to go with the sword being dragged on the ground but the swords kept clipping into the ground so I chose to rest the sword on the shoulder like Cloud from FF7
Funnybizness Posted June 7, 2016 Author Posted June 7, 2016 Ok I uploaded Version 2 with two handed sword animations. I hope you guys like them. I posted a vid on the main page to showcase some of the new animations
thegooglyman Posted June 7, 2016 Posted June 7, 2016 Nice! Will throw these together into the mod when I get home! Now all we need is dual wielding, 1hm magic, magic, archery and crossbows!!!! #norestforthebrutal
Funnybizness Posted June 7, 2016 Author Posted June 7, 2016 Nice! Will throw these together into the mod when I get home! Now all we need is dual wielding, 1hm magic, magic, archery and crossbows!!!! #norestforthebrutal Lol sweet! Thanks googly I hope to have many more ready soon!
alphafr Posted June 7, 2016 Posted June 7, 2016 Someone gotta make a mod using those anim when your HP/vigor are low
Guest Posted June 7, 2016 Posted June 7, 2016 Someone gotta make a mod using those anim when your HP/vigor are low What about this? http://www.loverslab.com/topic/62635-funnybizness-injured-animations-resource/?p=1575755 That actually is posted in the page before your post by @thegooglyman. Check at least one page before, buddy
alphafr Posted June 7, 2016 Posted June 7, 2016 Yeah but waiting for all anim to be done otherwise it might look odd sometime
Guest Posted June 7, 2016 Posted June 7, 2016 Yeah but waiting for all anim to be done otherwise it might look odd sometime Give FunnyBizness some time. He is extremely productive, but nobody is faster than light. Stay patiently brutal.
Funnybizness Posted June 8, 2016 Author Posted June 8, 2016 Many thanks for creating this. So sorry to hear the news. Hope she recovers soon. Thank you nexus and sorry I didn't reply sooner. I hope you like the new Sneak animations! I will post a vid of it in a few minutes. Yeah but waiting for all anim to be done otherwise it might look odd sometime Give FunnyBizness some time. He is extremely productive, but nobody is faster than light. Stay patiently brutal. Lol I just uploaded V3 with sneak animations. In a few days I should have all important animations completed.
CuriousGent Posted June 8, 2016 Posted June 8, 2016 These would be awesome if coupled with a mod that mimics Fallouts cripple system, good job! Edit: I've just noticed the Combat Fatigue mod, I'll have to give this a go.
thegooglyman Posted June 8, 2016 Posted June 8, 2016 CombatFatigueV2 MCM Configurable, now has an option to reduce base movement speed at the injury threshold. Compliments to FunnyBizness! EDIT: Removed a debug pop up CombatFatigue.7z
Arrow and the Knee Posted June 8, 2016 Posted June 8, 2016 CombatFatigueV2 MCM Configurable, now has an option to reduce base movement speed at the injury threshold. Compliments to FunnyBizness! Woohooo! Finally works for me
MayDayCray Posted June 8, 2016 Posted June 8, 2016 CombatFatigueV2 MCM Configurable, now has an option to reduce base movement speed at the injury threshold. Compliments to FunnyBizness! Is it cool to overwrite? or do we need a clean save? Also, I dunno if I should ask you or Funnybiz.. but does this works for Men and NPCs?
CuriousGent Posted June 8, 2016 Posted June 8, 2016 CombatFatigueV2 MCM Configurable, now has an option to reduce base movement speed at the injury threshold. Compliments to FunnyBizness! This is great, I've been wanting something like this in Skyrim for years, many thanks to you and Mr FunnyBizness.
thegooglyman Posted June 8, 2016 Posted June 8, 2016 CombatFatigueV2 MCM Configurable, now has an option to reduce base movement speed at the injury threshold. Compliments to FunnyBizness! Is it cool to overwrite? or do we need a clean save? Also, I dunno if I should ask you or Funnybiz.. but does this works for Men and NPCs? Works on all genders, clean save if old version used.
waiyan Posted June 9, 2016 Posted June 9, 2016 CombatFatigueV2 MCM Configurable, now has an option to reduce base movement speed at the injury threshold. Compliments to FunnyBizness! How about the option for reducing attack speed as well ?
CuriousGent Posted June 10, 2016 Posted June 10, 2016 Only issue I've found with CombatFatigue is that if you already have multiple FNIS PCEA2 animation folders active for idles, walk cycles etc they get disabled when the PC is restored back to normal health and you have have to reactivate them, which is slightly tedious.
thegooglyman Posted June 10, 2016 Posted June 10, 2016 Only issue I've found with CombatFatigue is that if you already have multiple FNIS PCEA2 animation folders active for idles, walk cycles etc they get disabled when the PC is restored back to normal health and you have have to reactivate them, which is slightly tedious. That's going to happen with all conflicting AAs at the moment. fore doesn't really do modding anymore so its up to the community to try and figure out how to get it all working together. I am working on a intermediary mod to help establish priorities when it comes to taking control of animation variables, as of now i was able to get the ENF from BU+ to work with combat Fatigue. I will eventually attempt to integrate PCEA2, already got the goahead from fore to pick it apart.
Rod Broward Posted June 10, 2016 Posted June 10, 2016 Only issue I've found with CombatFatigue is that if you already have multiple FNIS PCEA2 animation folders active for idles, walk cycles etc they get disabled when the PC is restored back to normal health and you have have to reactivate them, which is slightly tedious. i noticed this too. not too big of a deal for me though, only thing that get's disabled is the idle anim i was using totally worth it
MayDayCray Posted June 10, 2016 Posted June 10, 2016 Am I suppose to get a pop up message right before the fatigue animations kick in?
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