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Project Impact II Remake - Using Duff's Hit Framework

*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

Project Impact II Remake - Using Duff's Hit Framework

Comments

いつもお世話になっております。 ABR6.2からABR6.43に更新した次第なのですが、セーブデータをReSaverで確認したところ、スクリプトのゴミが8つほど見つかりました。 6.43には6.2に含まれるスクリプト自体が存在しないためと思われますが、これは6.2→6.43への更新の際にクリーンインストールが必要という事でよろしいのでしょうか?

pokopenn

I'm excited to download this but I have a question. When switching from Project Impact, what about Creature Impact which relies on MAXSU's OHAF? Will there be a conflict to leave MAXSU's OHAF active alongside Duff's Hit Framework?

Kedavix

ADRI Just wanna let you know that Skyrim Platform seems to be causing issues for a lot of people. Personally for me it would make my main menu have a giant missing meshes marker and the game would crash before any of the game options would load :((

is it le?

Hi, NEMESIS is giving me "bug found error " when Project Impact is ticked, I did filtering and Project Impact II is the culprit :( I know it's not much to go on but any ideas?

Good evening! I am new to this patreon and love what I see. So, the issue I'm having is that I can't use magic with my PC's left hand. I'm not sure what I'm doing wrong. Should I ask for help here or on the discord? Thank you!

ABR seems to cause all NPCs' base walking animation to turn into that of drunken fools. Everyone stumbles around (even kids) while walking with no weapons drawn. I've run Nemesis clean and have my Nemesis order as yours is.

Skyler Bueckert

Thank you for the hard work! btw can this mod set (ABR, PI, etc) work with sekiro combat? (not inpa sekiro)

What should I write in INI file to assign commands like shift+ left mouse button?

Can I use mouse4 key as my altattack? I try to change the ini file but it doesn't work

This is so exciting ADRI, you're honestly the GOAT. I had a quick question about PI: can we disable the timed block reactions? I'm personally not really into timed blocking, so if it's possible to disable that part of Project Impact on the user end, that would be amazing.

jsr108

That’s my question too

Hellnhavoc

ADRI! Is this compatible with the POISE Stagger overhaul?

PI will probably go down as the best mod made for Skyrim.

Hi, regarding overwriting the DLL when using ABR, just noticed they have different names. Should we just hide project impact DLL in MO2?

Does it affect creatures too?

MomsCreditCard

I just updated DHAF on nexus with a settings.txt file to disable player reactions.

Oh so this is not compatible with poise yet? bummer.

Wren

yo, for DuffB hit framework. can player reaction be disabled like in OHAF config?

I feel you but I'm going to risk it though because I really want that underwater combat lol

I'm kind of hesitant to use this new update because Duff B's Hit framework might be script intensive and I'm worried about script heavy mods.

K Z


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