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Posted

The guy who created that Vigor mod wanted animations like this. Anywhoo.. I love it.. goes perfect with Defeat.

 

 

20160605062250_1_zpsdi6ooldl.jpg

 

 

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? :D

 

Posted

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 :)

Posted

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 ^_^
Posted

Ok I uploaded Version 2 :D 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 ^_^

Posted

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! ^_^
Posted

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.

Posted

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! :lol: 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  :blush:  I just uploaded V3 with sneak animations. In a few days I should have all important animations completed. :lol:

Posted

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.

Posted

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?

Posted

these would be perfect with skydie

Posted

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.

Posted

 

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.

Posted

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 ?

Posted

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.

Posted

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.

Posted

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

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