Modded animation with combined attack keys always does max damage and can double damage
Tested with HandToHand attacks. Expected behaviour from vanilla (with the MCP patch strength-based damage) is damage randomly selected in the damage range even if the attack animation is the same length for min and max. Example keys for vanilla animation:
8989/HandToHand: Slash Start 8995/HandToHand: Slash Min Attack 8999/HandToHand: Slash Max Attack 9001/HandToHand: Slash Min Hit 9005/HandToHand: Slash Hit 9007/HandToHand: Slash Large Follow Start 9023/HandToHand: Slash Large Follow Stop 9025//HandToHand: Slash Medium Follow Start 9039//HandToHand: Slash Medium Follow Stop 9041//HandToHand: Slash Small Follow Start 9051//HandToHand: Slash Small Follow Stop
In OMW, if Min Attack and Max Attack are on the same key like this, the attack always does max damage.
8995/HandToHand: Slash Min Attack/HandToHand: Slash Max Attack
Additionally, in OMW, if Min Hit, Hit, and Follow are on the same key like this, the attack sometimes does the same normal max damage, but sometimes does more, twice as much? (I used player->ModCurrentFatigue to restore fatigue between punches, which shouldn't matter) This didn't happen when only Min Hit and Hit were together alone on the same key, only when combining Follow too.
9005/HandToHand: Slash Min Hit/HandToHand: Slash Hit/HandToHand: Slash Large Follow Start/HandToHand: Slash Medium Follow Start/HandToHand: Slash Small Follow Start
To test with this plugin Raven_Rock__Trader_handtohand_damage_test.7z
coc "Raven Rock, Trader"
Get punched in vanilla: average 50 fatigue damage, about 20 to 70
Get punched in OMW with first set of anim files: always 70 fatigue damage
Get punched in OMW with second set of anim files: sometimes 70 fatigue damage, sometimes 140