XaiJu
Gunslicer

Gunslicer

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Killmove animation.

Replaces the animation: paired_1hmkillmovegrapplestab. 

After I recorded the preview I decided to add a little more movement, but I don't have time to record the preview again so I'll put it here.

I think that this week I will be able to return to my normal work time, I will be able to work with Skyrim again, I also started using VioLens, which allows me to choose the killmove I want...

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Animation.

The animation is ready, but now it needs to be tested in game and adjusted, the problem is that there are several one handed animations, and it depends on RNG for the animation that I want to happen, to happen. It sucks. 

And this week I don't have time for anything either, I'm going to try to fix it but things are really bad.

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Unfinished animation.

I was going to finish the unarmed animations but the game reuses the same animations for the arms during running and walking, it's really bad so I left the unarmed animations aside.

Making a killmove animation for dagger and swords.


Also thanks for the support, I thought several times ...

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Killmove animation.

Last melee animation done, replaces paired_h2hkillmovebodyslam. 

Update FNIS. 


I think I'll try killmove with swords or something new, a set of sword animations but the sword and the character would float, and since I don't have to worry about the feet I could do basic attack animations at least. But there would still be the sound of footsteps, I tried to remove from magic animations for about 3 weeks but it didn't work.

Or maybe just the sword flying, I...

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Animation not done.

Female animation needs some adjustments and arms are still without animation, male is still in T.

Gif is from two days ago, the animation is more complete but I don't want to make another gif.

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Unarmed killmove.

Replaces the paired_h2hkillmovecomboa animation.

Update FNIS.


The next animation should be a grab, but the timing is bad and there are only 20 frames left between the end of the attack and the end of the animation, I'm doing this instead:

The animation is very long, the slow happens when the guy's head hits the ground.


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I'ts not ready.

I still need to do the animations for the arms and head, the man is still in a T pose. 

It's not much, but there's almost no time during the week.


I made an idle to use with Unarmed, but it DOESN'T CONTAIN ANY OTHER ANIMATION, so it looks a little weird when you turn the camera sideways, and running and walking continues with vanilla animation.

Update FNIS.

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Killmove Unarmed.

Replaces paired_h2hkillmoveslama.

Update FNIS.

I was going to try to do the slam animation but the timing is a little weird (140 Frames / Ragdoll
in 125 / Slow 112 - 122, 30 frames = 1 second), so I'm going to try to do the other one, the timing is a bit weird too, but i think i can try something.



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Unarmed Killmove.

Replaces paired_h2hkillmovekneethrow.

I wanted to do a little more at the end but the animation is too short, maybe I'll change it for another one if I find one with better timing.

Update FNIS.


I'll try something like this:


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Killmove - Warhammer, and maybe what comes after.

Replace animation : paired_2hwkillmovechopkick.

Update FNIS.


Next I was thinking about animations that match Scythe or Spears, or maybe another animation for swords where the sword stays on the scabbard even in combat position.


Also thinking about unarmed Killmoves that match vampires, but it will be kind of difficult with the synchronization that happens betwe...

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Killmove animation - Warhammer.

Replace the paired_2hwkillmoveb.

Update FNIS.

Doing the last one.

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Killmove animation - Warhammer.

Replace animation: 2hwkillmoveheadbutt.


It took a week longer because the animations are different from stealth, the characters are looking in the same direction and any attempt to fix it was a disaster. There's no way to fix it but I found a way to hide it.


Now things should be smooth, I'm working on the next one.


Update FNIS.

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Warhammer animations.

Walk - Run - Equip - Unequip.

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Hammer killmove animation.

Attack from behind, Battleaxe uses the same animation, it doesn't contain a sneak kill animation so the animation works in sneak and out of sneak.

Update FNIS. 


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Stealth killmove - Sword / Unarmed.

Stealth killmove for swords (replaces previous animation for daggers!)

Killmove from behind unarmed, has no proper animation for stealth so is used for stealth and normal position.

Update FNIS.

I tried to make an animation out of alignment with Skyrim standards and it went wrong, one week I finished the animation but it was bad, I threw it away, the second week I made animation but some parts were missing, the third week I finished it and made another one.

2023-08-07 13:36:48 +0000 UTC View Post

Stealth Kill.

It works on daggers and swords but it's not very good with swords so I'm working on another version.

This animation and the one I'm making for the sword attack the body, maybe I'll do one that attacks the neck because it makes more sense against heavy armor.

the camera is not good at some angles.

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Bed animations.

Right and Left done.

Update FNIS.

I'm going to do some tests with killmove.


I got a blue screen in my face while uploading the preview . LOL

Preview corrupt, one preview is still working.

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Bed animations.

Bed left.

Update FNIS.

Right next.

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Bedroll Animations.

Another side done.

All done, now I think I'm going to make bed animations since they are similar, I already know the kind of problems the animation will have.

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Bedroll Animations 2/3

Animations to the right.

Left animations next.


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Bedroll Animation 1/3.

Finished the animation of entering the bedroll from behind.

Doing the right side now.


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Bedroll animations.

Bedroll has different animations for each direction being used, this one only contains animations from the front, and it is missing exit animations. 

And it's only used by npcs, because the player doesn't use sleeping animations, it needs a mod that makes the player use these animations but I didn't look for any.

I will continue to do the rest, then do the ones that use the bed.

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Pose Mod 29/05.

Poses Added : 546 - 547.

I'm going to try to make sleeping animations now.

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Stool Animation SE

Animation that was missing because SE uses another animation.

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Stool Animations

So... I went to test the SE version and the animation used there seems to be different, I'll need to make them. 

It never happened once on the LE when I was testing it. In LE the character comes out from the side, in SE it comes out from behind, and I think I've seen this animation happening in LE too, kind of strange.

And I adjusted the head to be straighter during the exit, I only realized when I was doing the preview, the adjustment is not in the preview.

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No update.

No updates this time, I was creating a pose but I didn't like it very much and I didn't have time to try another one.



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Crafting DAR Version.

I didn't know it worked with DAR, now I know.

I think DAR is less likely to cause problems with Skyrim, it only works with Player. (no more sexy grannies)

Delete all files under 'Meshes\actors\character\animations\female' if installing these, and Update FNIS after removing animations.


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Smithing Wheel Animations

Smithing wheel Animations.

Update FNIS.

NSFW Preview.

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Alchemy animations

There are some animations that the game doesn't use, just like other crafting animations. I didn't do those.

The preview doesn't show all the animations because they happen in random order and waiting for them to happen would sucks, it's just to compare how it's different from the original. kinda NSFW.

Update FNIS after installing the files.


And I don't know if there's any more of these to do, mining doesn't work because there's no way to control ...

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Enchanting Animations.

Enchanting Animations, need to update the FNIS.

There are two animations that are part of the enchanting but I didn't see the game use it so I didn't make those animations.



Next is Alchemy.


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