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Telegraphed Creatures 1.1

More Telegraphed Creatures, especially for a lot of us who love installing creature mods to enhance the lore but find it frustrating that the attacks are based on the annoying movement from creatures which just make them unplayable.

apart from sabrecat & bears, this includes

-centurions

-wolves

-dwarven spheres

-trolls

-wearwolves(Player Wearwolves shouldn't be affected)



Plug and Play like the previous installation, 

if having conflicts, make sure this overwrites them, there might still be conflicts flagged by Mod organizer 2, and that's because Nemesis might generate their behavior on the overwrite, just remove them in the overwrite folder

in overwrite > meshes > actors > *creature with conflict*

you can see images of this in one of the latest guides just posted on the discord as well, 


hope this makes the  game less frustrating for everyone's  playthroughs, Happy modding!

Telegraphed Creatures 1.1

Comments

Yes, same here. Looks like they move around sitting

SaBBat69

Is this breaking canine walk animations for anyone else, or is it just me?

I believe there is already a Creature compat. patch on nexus for Nemesis tho? In the Ultimate name

what a fluffy boi, your game looks really good!

Given how long its been since nemesis has been updated, doubt they are going to finish it with creature which is a sham. ADRI time to be a hero and add it to your 100 projects :D

Sirgilly1

Makes a difference to fights, and saves me from breaking my keyboard - https://www.youtube.com/watch?v=wJZstxYG2rs

I have the same issue.

Anathena

yup, right now, nemesis don't support creature patches, so you'll have to decide which behavior to use, there are other mods like UC that edits there behavior but they just really increase probability of power attacks and whatnot. the overwrite folder is last so it has the highest priority, usually, you can't go above that, which is why you can delete them so this mod wins against some conflicts

ADRI

So... We just delete the overwrite files they generate?

I did not come here for creature behavior. -- I watched the video -> Oh, that is cool. -> Now I'm here for creature behavior. You have my full support with whatever you do

Askarus

It seems like killmoves on wolves doesn't kill them. I did as instructed, deleted the conflict files of creature patch from ultimate combat. if you perform a killmove on the wolf it doesn't die and every time you hit it the killmove keeps playing. I have onhit and flinching as well. if anyone found a workaround it let me know. deactivating the mod solves the issue but I do wanna play with it. Thank you = )

Gil Correa

*is hyped* And the day after I made a mod to disable animal combat. lmao

that was and still kinda is the plan, and the implementation in the behaviors do that principle but it's actually quite tricky to separate clips, have a slowdown, identify when it should be cut and sped up again, werewolves alone have around 51 animation clips, and yeah they have clip names, but the tricky part is when they actually do those animations, so i had to play cat and mouse and guess which part of the clips can be cut and sped up, and yeah a lot of misses with this one for now, in the future we'll have way different methods, but currently, personally this was the best option for me to not experience any frustration with the creatures

ADRI

I feel like the wolves look just a *touch* floaty but the sphere and centurion look ***PERFECT*** with this little but of telegraphing. Amazing work as always.

Handsome Peasant

Fucking genius, but some attacks seem way too slow, ideally I think only the wind-up phase should be slow

Kebab


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