I finally got the jump attack in a playable state where I can release it
It's fully functional in the sense it does what it's meant to do, though lacking some animations and polish and extra features
With this release you can use all weapon types in the air, melee weapons support both Regular and Power attacks, ranged/magic can be used too
Blocking is in a odd state right now, It's purposely a bit odd due to a potential future shield surfing mod I'll may never get to make
You can jump while aiming/casting but you can't jump mid melee attack
The jump animation is a placeholder for everything but aiming a bow/blocking/magic
There are times when no landing animation will play while air attacking up a slope, I need to find a way to fix this, It's currently not compatibility with my paraglider(will get it working on release), obvs not compatible with CGO, I think it'll work fine with JBO though not sure
As far as I'm aware it will work with both SkySa and ABR, though not 100% with SkySa, you may get unarmed attack animations
but other than that I think that's it for known issues
It only needs Nemesis to run nothing else right now, it comes with a little ESL plugin to change some animation event conditions arounds

When running Nemesis be sure to tick the highlighted option
Hope you guys and gals enjoy this, it's all thanks to you that I can do this!
The Most Recent Poll Results
A lot of ties!
Throwing weapons, Death loop style kick, Npc animation variation(I got a last minute vote via a pm) and Snow whales all drew in terms of what people wanted
All four projects can luckily be divided into big and small projects:
Kicking and Animation Variation for NPC's are small
Throwing weapons and Snow whales/Brand new creatures are big and thicc
While the npc animation variation will require a fuck ton of animations, it's just animations with some behaviour logic, DAR can majorly assist in this if needed, possibly some AI package editing/creation or something nothing too big, I think
I gotta finish this Jumping attack along with Flinching(this takes like half an hour every night for one creature so no biggy) and do a little update to the 180 turning, then I can fully move onto new stuff
First I'm going to be taking a look at Throwing weapons as this was a drawn vote in the poll before this one, I've got some meshes made already that I need to experiment with and I'll also be looking into Skyrim Platform as scripting will be required for this
While working on Throwing weapons I'll make a start on the kicking mod too as this seems small in scope but considering how behaviour mods go, something always comes up that creates issues etc it could get big, also have no idea how I'd do this in first person as first person has no foot I guess I can make an animation object of a foot appear, I dunna
Snow whales and Npc animation variation will happen after
Thanks again for all your support and I hope you enjoy the early jump attack release
Updated the file to fix support with DMCO, other bugs haven't been fixed yet
SSULL
2021-11-19 02:14:03 +0000 UTCEdgardo Morin Jr
2021-11-18 22:17:22 +0000 UTCInfinity
2021-11-18 16:54:25 +0000 UTCInfinity
2021-11-18 04:03:40 +0000 UTCgroob
2021-11-13 07:57:12 +0000 UTCKhenta
2021-11-12 16:31:56 +0000 UTCW-W
2021-11-12 05:12:44 +0000 UTCAustio
2021-11-12 00:46:07 +0000 UTC