Author Topic: Combat enhancement animations mod (taleworlds)  (Read 3346 times)

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Offline RandomDude

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Re: Combat enhancement animations mod (taleworlds)
« Reply #15 on: September 06, 2011, 11:08:39 pm »
0
i like the 2h flourishes but working out how to block/chamber would be a nightmare all over again

Offline Patoson

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Re: Combat enhancement animations mod (taleworlds)
« Reply #16 on: September 07, 2011, 12:50:13 am »
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Could they be adjusted for use on horses?

I think you've misunderstood. The current LHB animation on horseback is from this "new" pack of animations (which is very weird and ugly IMO).

Offline Diomedes

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Re: Combat enhancement animations mod (taleworlds)
« Reply #17 on: September 07, 2011, 01:05:46 am »
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I think you've misunderstood. The current LHB animation on horseback is from this "new" pack of animations (which is very weird and ugly IMO).

I think there's been a general misunderstanding.  My question was about whether or not, if the animations are ugly on horseback, they could be adjusted to be infantry-only. 

Offline Darkkarma

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Re: Combat enhancement animations mod (taleworlds)
« Reply #18 on: September 07, 2011, 01:26:34 am »
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I messed around with these as they are (or where) compatible with CRPG and used them for a bit. Oddly enough, the reload animation for crossbows would finish before it was actually reloaded. Also, at higher WPF levels, weapons like the 1h swing hit before the animation actually reached it's target. If they could somehow tweak those issues and the horrible looking polearm cav animation, I wouldn't be too upset about it.
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Offline Gurnisson

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Re: Combat enhancement animations mod (taleworlds)
« Reply #19 on: September 07, 2011, 01:41:47 am »
-2
They're awful. At one point when I was a very good dueler, I played defensively and blocked almost everything, I was introduced to a mod with those animations. I just couldn't handle it, it was terrible. Missed block after missed block... all the time. In addition to being extremely hard to block, they also look very silly.
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Offline Digglez

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Re: Combat enhancement animations mod (taleworlds)
« Reply #20 on: September 07, 2011, 02:10:39 am »
+1
They're awful. At one point when I was a very good dueler, I played defensively and blocked almost everything, I was introduced to a mod with those animations. I just couldn't handle it, it was terrible. Missed block after missed block... all the time. In addition to being extremely hard to block, they also look very silly.

lol great excuse, you dont want to relearn.  also if you had any martial arts training you'd recognize these are far better animations

Offline NuberT

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Re: Combat enhancement animations mod (taleworlds)
« Reply #21 on: September 07, 2011, 02:19:14 am »
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I hate youtube cant watch two of the vids due to copyrights and I am too lazy to switch on the proxy..

Offline Panoply

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Re: Combat enhancement animations mod (taleworlds)
« Reply #22 on: September 07, 2011, 02:32:30 am »
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Eh, the 2h ones look interesting. I'm not really down with these attack animations though.

Many of the block animations, however, look pretty cool. They look more deflect-y and less head-on-stop.

Offline Thomek

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Re: Combat enhancement animations mod (taleworlds)
« Reply #23 on: September 07, 2011, 03:23:25 am »
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I was just thinking about this when i saw this post.

My idea, or rather question is whether it's possible to have these animations for only some weapons?

Say the awlpike have the normal spear animations, but the staff or hafted blade has the new ones?

It would bring some fresh new blood into the melee engine! Of course we would learn to block and feint all over again, but that would be a good thing! 

If they could replace the animations only on part of our arsenal, im for this one!
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Offline Bobthehero

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Re: Combat enhancement animations mod (taleworlds)
« Reply #24 on: September 07, 2011, 03:25:35 am »
+1
I messed around with these as they are (or where) compatible with CRPG and used them for a bit. Oddly enough, the reload animation for crossbows would finish before it was actually reloaded. Also, at higher WPF levels, weapons like the 1h swing hit before the animation actually reached it's target. If they could somehow tweak those issues and the horrible looking polearm cav animation, I wouldn't be too upset about it.

These wouldnt be issues if cRPG had the pack, you had the custom anim but everyone else saw the normal ones, including the server, so it would register hits as if you were using the old ones.
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Offline Cepeshi

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Re: Combat enhancement animations mod (taleworlds)
« Reply #25 on: September 07, 2011, 03:40:17 am »
-1
Why to bring anything to improve melee when like most of the population is ranged bundle of stickss  :mrgreen:

Offline Tears of Destiny

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Re: Combat enhancement animations mod (taleworlds)
« Reply #26 on: September 07, 2011, 03:41:59 am »
+1
Why to bring anything to improve melee when like most of the population is ranged bundle of stickss  :mrgreen:

Because Fasader's statistics for EU shows that only about 10% of deaths come from range?
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Re: Combat enhancement animations mod (taleworlds)
« Reply #27 on: September 07, 2011, 03:43:28 am »
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Because Fasader's statistics for EU shows that only about 10% of deaths come from range?

the statistics only show the kills, not all the dmg the target received, so this argument is invalid

happens more than often that i become porcupine just to get finished off by bump or any source of dmg   :twisted:

Offline kinngrimm

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Re: Combat enhancement animations mod (taleworlds)
« Reply #28 on: September 07, 2011, 03:55:14 am »
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1 Hand animations:
+1 for the right attack, looks very smooth combined with a left attack afterwards
+1 for the left, right and upper block
-1 for the down block
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Offline a_bear_irl

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Re: Combat enhancement animations mod (taleworlds)
« Reply #29 on: September 07, 2011, 06:15:33 am »
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those animations are awful, i uninstalled floris mod because it had them
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