Single Movement Animations⇆ grounded ⇆
Vault: Basic vault over a waist-height obstacle. (2.2s)
Raider Roll: Roll over a shoulder-height obstacle with a low ceiling. (3.5s)
Duck: Brief bend under a short, mid-height object. (2.2s)
Squeeze: A shimmy through a tight spot. (2.5s)
Deep Walk: A bent walk under a very low, long-surface object. (3s)
⇅ vertical ⇅
Ledge: Climbing up to a ledge above and in front of the player. (2.5s)
Medium Ledge: Climbing up to a ledge above and in front of the player. (2.25s)
Short Ladder: Basic ladder climb up. (short vanilla ladder - 5s)
Tall Ladder: Basic ladder climb up. (tall vanilla ladder - 9s)
Ladder Slide: Souls-esque ladder sliding. (tall vanilla ladder - 4.5s)
↮ no turning back ↮
Raider Drop: Roll over a shoulder-height obstacle, then drop to a lower level. (4.0s)
Wall Drop: Climb onto a ledge, then drop down to a lower level. (4.25s)
Wall Drop Far: Climb onto a ledge, then drop down to a lower level. (4.5s)
⟲ miscellaneous ⟳
Failed Ledge: Attempt to jump up to a ledge, then slide back down the wall. (2.0s)
Useful for puzzles, where the environment can change states, or discouraging use of a close marker. Or trolling.
I recommend pairing a scripted message to appear, informing the player why they cannot climb.Global Changes
The Nemesis patch changes some data with the Floor Lever item:
- It removes the baked in sound data, as it was moved to the animation instead
- It shortens the overall 'stuck' time while using them from 4.0s to 2.0s
This allows for me to implement shorter animations without issue.
Indicator Visual Assets★ Glowing Indicators ★
During installation, you can choose the style of visual indicator used, between Subtle and Bright.
If Bright is selected, you also have the option of Red/Blue/Yellow/Purple for those who may require it.
Urgent indicators cannot be disabled, and I trust modders to use these sparingly.
The purpose of these is to signify a 'you MUST see this' situation.
There are no urgent markers present in the mod currently.
If white is not selected for Bright, Urgent indicators will mimic the colour chosen.
⥨ Scuff Overlays ⥦
Projected texture overlays for any surface, that help guide the player towards animations
without the visual clutter of a floating glowing marker.
3 types: Large, Medium, Small
Height Detection
To help align with scenery, some animations that are more detailed (such as ladder climbing)
have alternate animations for different character heights, preset for the vanilla race heights.
Short animations: Breton Females, Khajiit Females
Tall animations: Nords, Orcs, High Elves
Default animations: the rest
In the MCM Menu, you can force the player to use a certain height level if it doesn't align well.
Will implement later. Will require MCM Helper.