Included in it:
- Shield Animation Timing Fix: Shield numerator is now hooked to the fixedupdate tick cycle to ensure FPS independent animation times. This should resolved any weird shifts in animation times or possible animation bugginess during FPS drops.
- Weapon Sparks/Particle System In: Added first particle system prefab and scripting code. When you parry successfully, the system will randomly generate between 15 and 30 metal sparks that are 3d meshes with collisions; they also have life like changing trails, colors, and lights to simulate real life sparks. Over a 3rd of a second, they fade from bright white, to bright yellow, to deep glowing red, to dull grey, and die at 1 second to save script and memory space usage.
I should be able to take care of this. I have to update how the offhand is handled when a bow is equipped, but it should be doable by next release. Right now, I just remove both your weapons, turn off my scripts, and the reenable the default FPS weapon system for bows and magic only. I will ensure the offhand stays equipped, but it doesn't render on screen. Another option until then, is to use my outfit manager mod on Nexus and setup an outfit for bows and an outfit for melee.I feel like I should have mentioned this a while ago but I think I forgot. Any plans on tweaking the way this mod handles bows when you have the "Equip bows in left hand only" setting activated?
Bows are normally equipped as a two-handed weapon, but the DFU launcher offers an option to make them equippable as one-handed. Without Ambidexterity Mod, this setting was a huge convenience to me, because it meant that I could have a bow equipped, and quickly use the "switch hand" key to switch to a melee weapon when I ran out of arrows without having to open my inventory. However, since I started playingwith Ambidexterity Mod I had to deactivate this setting bcause it looks like you're wielding your bow and your seconary weapon at the same time and whil it makes sense because it' consistent with the way this mod handles other one-handed weapons, it just looks really odd. Maybe you could make it so that when you have one-handed bows activated, the mod makes an exception for them and handles them like vanilla one-handed weapons (meaning that you have to use H to switch between one weapon and the other instead of having both of the at the same time)
Idk if I explained that properly, English isn't my first language and there are some days when I just find it harder to express myself clearly.
For those wondering the prefab issue, it was a dumb oversight, like I thought. Ensure to compile and drop your mod into the streaming asset/mods folder within the editor DFunity directory. Without doing this, it does not have the .dfmod file to try and pull the assets from, and unlike the script files, it won't know where to get the prefab from automatically (It needs your mods .dfmod file in the MODS folder).