Sergeant at Arms
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Coming from Floris, I've just started remembering how awkward the vanilla fighting animations look... how difficult/possible would it be to add Combat Animation Enhancement to Silverstag myself?
Because they're functional and you can actually see what's going on in combat? To be quite honest aesthetics such as these shouldn't be important in Silverstag as it's about changing and adding depth to the core gameplay not adding over-stylised weapon swinging and should only be added as an optional addition to the cinematic version if at all in my opinion.MrGrendel said:
Hmm, or maybe I could start a thread about submodding this myself? Are you sure you're in the right place?sirballington said:If you like Floris animation, you should play Floris, because this ain't Floris.
To me, it's not about aesthetics choices, it's about immersion and realism. It disrupts the mood when I see heavy weapons swung in ways only a threshing robot would. CAE is not perfect, but it's clearly an improvement in that regard. It takes maybe 20 minutes to get used to, but it is true that attacks aren't broadcast as blatantly when weapons aren't stuck out at 90 degrees pre-strike. However, bots are too easy to kill anyway.KidKoala said:Because they're functional and you can actually see what's going on in combat? To be quite honest aesthetics such as these shouldn't be important in Silverstag
Thanks WP. I've done a bit of modding, mostly in other games, though. Are we talking about maybe a 1 hour project or more? Am I going to have to decipher cryptic scripting comments?Windyplains said:This is one of those areas where I hope folks will create their own tweaks to the mod now that it is open source and if they want animations add them in or even ask that an optional file be added to the download site. Eventually I may do this myself, but it isn't high on my priorities at the moment.
My module_animations.py is very similar to the one found in the Floris source. The differences between the two are largely the very combat animations you're looking to add. So a text comparison tool like beyond compare (not free) or winmerge (free) would quickly show the differences between the two files side by side. The only other thing is that the two mods use different animation information for the shield bash animations so be careful not to overwrite that. The names of animations are fairly readable though.MrGrendel said:Thanks WP. I've done a bit of modding, mostly in other games, though. Are we talking about maybe a 1 hour project or more? Am I going to have to decipher cryptic scripting comments?
Do you have python setup in your environment variables path? Otherwise it won't know what to do with python files even if python is installed. Getting everything set it up is a little bit of a pain, but completely worth it when you can tinker with things for entertainment.MrGrendel said:There's no module_info.py as far as I can tell. build_module was unable to find any files, and python was not recognized as a command, although I have the latest 2.something installed. At that point I stuck build_module in the main source folder, since I knew there were files to be compiled in there, but obviously (in hindsight) it still did not recognize any python install to operate on the .py files and so they got wiped at the end of the batch. No big deal, I'll re-download and then re-edit the file another time. And remember not to be so lazy and make a new folder for my workspace.