Released: Tsun’s Fury: Unarmed Animation Overhaul.
If you’re a member, grab it free from the Shop and try it.
Next mod name: Beak of Celethelel: Archery Animation Overhaul.
Roadblock: Bow sounds aren’t playing. I rebuilt the whole UE project (thanks to my own guide), fixed the guide, and I’m still hunting the audio issue.
It’s out. Members can download it free in the Shop. Go swing those fists and tell me how it feels.
Name source: Songs of Pelinal.
“When Huna, whom Pelinal raised from grain-slave to hoplite and loved well, took death from an arrowhead made from the beak of Celethelel the Singer, the Whitestrake went on his first Madness.”
I researched auto-nocking (arrow ready as soon as you equip the bow). It requires editing TABP (Animation Blueprint). That’s risky and heavy for my current pipeline, so I’m not doing it.
A patron said vanilla DPS is already fine—or even a bit strong—if you use top-tier bows and arrows. True.
But some of us hoard ebony/daedric arrows and keep firing iron first (yes, me), so vanilla DPS can feel weak.
Solution: I’ll ship two versions:
Vanilla DPS
High-DPS (for penny-pinchers and iron-arrow enjoyers)
Footstep notifies work.
Bow draw/release sounds don’t, even though I placed the notifies.
The notify VPlayWwiseSound wants a Sound Event asset (AkAudioEvent type).
I can’t generate that asset right now. JsonAsAsset import also failed for it.
I tried integrating the Wwise plugin into my UE project to fix this. Result: editor crash on open.
Uninstalling the plugin didn’t help; the project still refused to launch. So I had to rebuild the whole project from scratch. Painful, but I got it done.
Yes, Wwise—nearly un-uninstallable—felt like malware.
My blog guide saved me. While rebuilding, I found several serious mistakes and unclear parts in the article, so I rewrote and cleaned it up:

I made the cover image at midnight. It’s terrible. If anyone wants to redesign it, I’ll happily use your version and credit you.
If you know this stuff, please DM me. Specific questions:
How do I create a dummy AkAudioEvent that satisfies the VPlayWwiseSound slot without the original game’s Wwise project?
Is there a safe way to integrate Wwise into an existing UE5.3.2 project so it doesn’t brick the editor?
Any known gotchas with VPlayWwiseSound + JsonAsAsset for importing sound events?
I’m honestly scared to try the Wwise integration again and nuke my project twice in a row.

Keep building the archery set.
Solve the sound issue.
Thanks for sticking with me through the chaos. I’ll keep paving a clear path for future animation modders—even when that means stopping to fix the road first. Your support makes that possible. ♥