READ: This is not a fix for the bug where creatures don't animate at all. As far as I know. I never had that bug.
Now, On to the mod. This mod will make the in-game walking/running animations slightly less atrocious. I noticed that high speed level creatures tend to animate in a very weird fashion. Their legs kick up at lightning speed and it makes an otherwise beautiful creation look like a glitchy wreck during gameplay. After some guess and check I discovered that the way the legs work is with x and y values. The stride is controlled by an x value and a y value. The higher the x value the longer the stride. However the Y value controls the "Height" of the creature's steps. In all the speed files these values match(x=1,y=1,x=2,y=2, etc...). Of course at lower levels this is alright but once the y value reaches about 3, (I'll use a 4 joint limb as an example), the "Shin" segment will rise above the "Thigh" segment. I like to call it "Yoga: Medieval Torture edition!". Just kidding. The result is the leg will snap back into place and looks really weird. I lowered all the y values and swapped the animation IDs out with the ones from the test drive. Now my creatures walk in a manner that looks somewhat decent! Let me know if you find any bugs!
Currently known bugs:
-Speed stat is stuck at 0. I'm looking into this.
*The filename is animspeed because the first version simply lowered the walk speed rather than modifying the stride.
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Last edited by cammando205
on Sun Oct 23, 2016 6:43 pm, edited 1 time in total.
Semper Vigilins: Always Vigilant