since there are no other ongoing threads about DR 5, i'll just post here if you don't mind.
i love DR 5, but there are a few things that i find somewhat off putting.
first thing: is there any way to disable the additional animations on the standing power attack (and forward power attack)? it just doesn't mesh very well with the animation replacer i'm using. to put it in perspective, my forward power attack is a charge forward followed by a left-to-right slash across the middle. i want it to do the decapitation right there without the additional spinning attack followup.
second: i don't seem to have the ability to kick people off of tall buildings/walls/etc. i was playing through the dark brotherhood quests the other day, and i got to the point with the nord on top of the bravil lighthouse. no matter how many times i booted him off of the lighthouse (THIS IS SPARTA!!!), he always seem to rubberband right back on top again.
thanks for making this great mod.
Animation replacers and scripted sequences that rely on premade assumptions naturally may clash, the scripts have no idea if you are using a replacer and even if they did, how many of them would I need to support? The reality is I need to settle with some assumptions to make special.
Not to put you off or anything, but realising there?s no way to cater for everybody, I have taken a hars approach with DR6. Almost every powerattack comes with a DR replacer, and since their damage has been adjusted to go with the animation and the logic behind the system, and they have timed scripted modifiers applied, no other replacers work well. I could never time those scripts for random animations, so if I wanted to go with the vision I had, I had to choose the animations I base the mod on.
Some people will find it justified decision, with what it enables me to do, while some people (many?) will never download DR6 because of this and other design decisions involved like requirement to install "3rd person animations in 1st person", but that?s just how it is - the more specific the approach the smaller the target audience.
The "snap-back" you describe is something we discussed in this thread a month ago or so, unfortunately it?s not related to DR but a "feature" in Oblivion, it?s just something the game does, as if "correcting" incorrect position of the actor.
I noticed that same thing happens with animations, made a jump animation that when played transferred the actor up on a rock for example. I don?t know what?s the real logic there, but it seemed like the engine refuses to keep the actor where he lands if the starting position and ending position cannot "see" each other. The jump worked perfectly if simply jumped forward on a level surface, but if I jumped on a rock, so that the edge of the rock came between the line of sight of the starting position and the ending position the actor was always teleported back. It?s very very strange. :shakehead: