*MAXSU's OHAF IS NO LONGER REQUIRED; CHECK THE NEW REQUIREMENTS BELOW*
So before anything; sorry about the wait. Recently, I've been taking a few Unreal Engine courses because I really want to learn more about game development, I've always wanted to give it a go and I really think it's the best time for me to start; also, May be learn a few things along the way that can help me make more polished less buggy mods in skyrim as well.
Anyways; Regarding what I've done lately;
Its been in testing for a while now and Its at the point where I feel I can share it with a bigger audience;
Ever since my good friend Duffb got into modding lately; a lot of very much wanted features were made possible; No longer using On hit animation Framework for this one; this completely Revamped Project Impact uses
Duffb's Hit animation Framework: https://www.nexusmods.com/skyrimspecialedition/mods/61340
for many good reasons;
1. this new PI allows different reaction behaviors for each weapon; DuffHAF has specified hit events; the DAR folders are also already setup; you can have reactions that blend with your per weapontype movesets
2. the new PI allows different reactions between regular attacks and power attacks; you can customize and have perfectly blended reactions based on your preference; Make power attack reactions more impactful than regular ones
3. all new Player reaction system; players have distinct reaction too based on regular and power attacks; but not only that;
4. a new recover system where you rapidly tap either the right/left attack button; the jump button or the crouch button or a new SKSE key you can configure in this mod's ini file to recover out of a stagger; The recovery feature is progressive; the more heavy the stagger; the more times you have to tap those keys for recovery; I love balance and staggering the player definitely balances the gameplay. however staggerlocking for players can also get annoying. This feature gives players a fighting chance to evade tedious stagger locking in a fair way
5.Smarter and less clunky dodging system previous versions had to rely on DAR chances for the npcs to dodge out of the reactions which cause issues like animation lock in place or getting stagger locked anyway because the animation clip took too long; With Duff's other awesome AI mod; DBC allows smarter calls for NPCs to dodge; also improves the folder bloat that the old DAR structure had because of the reliance on a single clip of a reaction > dodge. The dodge is now its own Animation and behavior and will be called by the NPC based on DBC ai behaviors
Requirements:
Skyrim Platform: https://www.nexusmods.com/skyrimspecialedition/mods/54909
Duff's Hit Framework: https://www.nexusmods.com/skyrimspecialedition/mods/61340
DAR
AMR
DISTANCE BASED COMBAT: https://www.nexusmods.com/skyrimspecialedition/mods/60855
Nemesis
*IMPORTANT NOTE*
for the Ini file; if you use ABR 6.4+ make sure ABR's skse Dll and ini file overwrite Project Impact's. And you can customize your recover key inside ABR's dll file;
for non ABR users; use the ini file inside Project Impact's folder
also for those that don't use or go on Discord I'm posting the latest ABR 6.43 here. Which includes better DBC support; Support for Nick's jump attack mod; No need to remap the left/right hand keys like with version 6.2 and underwater combat.
Although I do prefer all the feedback and reports are on discord; I can track the reports easily there compared to the messaging system here.
Anyways this is most of it for now; regarding a full synergy with POISE; that is something I plan in the future; as well as Poise behaviors that allow thesame recovery system like this one. Anyways thanks for the support guys! Hope you enjoy
pokopenn
2022-03-07 07:05:38 +0000 UTCKedavix
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2022-01-29 02:58:21 +0000 UTC