Hi folks—Kei here with the latest progress on our one-handed animations.
TL;DR:dagger and war-axe light attacks are finished, the mod’s name is changing, and short-sword tweaks are next. Details below!

I left most of vanilla dagger swings in place, but polished the very start and end so they slide smoothly into my new idle pose.
A Nexus user pointed out an odd pause between the 4th hit and the next 1st hit in the vanilla combo. Think of a drummer dropping the stick for half a heartbeat—everyone in the band flinches. I shortened that pause. Because I only touched the timing window, overall DPS won’t suddenly jump.

The vanilla war-axe feels like someone grabbed a motion-capture clip of a real axe and called it a day. Realistic? Sure. Fun? Not so much—the character looks as if the axe’s weight is yanking their whole body around.
I wanted power without the marionette effect, so I redesigned the swings: heavier than a sword, but with the fighter’s core muscles planted like a tree.
I also trimmed the long “victory pose” at the end of the combo. Staring at the same freeze-frame gets old fast.
While animating I realized these new moves feel more aggressive than the old project name “Reman Rampart” suggests. So I’m switching to “Pelinal’s Edge – One-Handed Animation Overhaul.”
“Pelinal” keeps the Kynareth lore connection and pairs nicely with my previous two-handed set “Morihaus Might.”
Don’t worry: the content stays the same—only the banner art and in-file labels will change.
(Fun fact: I first reserved “Pelinal’s Edge” for a magic-swordsman pack, but that will now ship under a different Elder Scrolls-flavored name. Welkynd Arts? Alessian Arcanum? Still brainstorming!)
Short-Sword Light Attacks: these are next in line for cleanup. Once done, all basic one-hand combos will be ready.
Power Attacks: many of the vanilla heavy strikes feel clunky, so I’m sketching brand-new acting plans. There are lots of motions to replace, so please be patient while I prototype.
I’ve attached the latest build below—grab it, try it out in your game, and let me know if you spot anything odd. Your bug reports are priceless and help me smooth the rough edges much faster. Thanks again for making this project possible with your support!
See you in the next update!