Just gave the NPCs the new kicks, I can almost smell the release now.
Well there?s still working with the chance system, and some animation tweaking hell, but overall now I?m starting to feel pretty good about the state of things.
Ah the moment when my test NPC performed a forward flying kick out of the blue, which sent me on my back, after which he tried to impale but my char avoided the blow. I blocked, and performed a sweeping kick when he was recoiled, he collapsed in place on his back, only to try on his feet immeaditely but my one-handed quick stab to his stomach was enough to make that a futile attempt.
sorry but i use MAO and they still use the shielbash
Shield bash vanilla animation as well, and it uses an ingame system to play the animation. So there?s no missing animation/animation path problem, since I never explicitly specify the path. The problem is with special animations that play a certain exact animation I have specified a path to.
The impale works for me thought, i never had bugs with it. For me its kind of overpowered as i got a drain 350 fattigue spell causes them to fall, and i can rush in and impale them before 5 secs...
Its working well and im trying not to use it to much ITS JUST SO MUCH FUN :toughninja:
Great work can wait for DR6 :tops:
Well, if you effectively paralyze your target that easily, killing him shouldn?t be [EDIT: hard] either, right?
The system cannot make the NPC to play any defensive manouvers either, since his "out" and cannot move, caused by something outside DR. So the balance problem is not exactly caused by DR, don?t you agree?