For Honor in Skyrim Animation Pack 5.3 - Update Overview
This update introduces significant changes to stagger mechanics, parry system, dodge mechanics, and follow-up attacks.
1. Stagger System
Previously, the stagger effect was applied to an enemy at the moment of impact. However, in the new stagger system, enemies struck while swinging a weapon will now receive stagger.
Multiple enemies can be staggered if they are hit during a single weapon swing.
However, this new method does not apply when using Precision.
Attacks utilizing Precision mechanics (such as unarmed strikes) will continue to use the previous stagger application method.
2. Parry System
A new parry system has been introduced:
Parry can now be executed by pressing backward movement + normal attack key.
Successfully parrying an enemy's melee attack will deflect the strike and inflict a strong stagger on them.
This addition enhances defensive combat mechanics, making melee engagements more dynamic.
3. Dodge System
The previously used directional attack mechanics have been replaced with dodge mechanics.
While dodging, players can seamlessly transition into normal attacks or power attacks at any time.
Additionally, a directional power attack system has been introduced, allowing for more fluid and responsive combat actions.
4. Follow-up Attack System
Successfully landing a charge attack or parry attack will cause the enemy to stagger heavily, recoil, or even fall.
At this moment, executing a power attack will trigger a follow-up attack.
The follow-up attack is a jumping strike that slams down onto the enemy, dealing significant damage.
Additional Notes
Please refer to the update table for details, as these changes are not applied to all classes yet.
This update is intended to test the new system and determine its future direction.
Many animations have been remade, and while an introduction video was planned, the decision to replace directional attacks with dodge mechanics is still under review. A poll will be conducted, and once finalized, showcase videos will be created.
Future Plans
March Goal: Complete all Vanilla weapon-type classes and upload them to Nexus Mods.
Afterward, all remaining classes will be remade and added progressively.
Modified OAR condition priority higher than reported mods for compatibility
Added Phantom Horse Power
Removed ring crafting recipe and placed and sold at Riverwood General Store with power
Added stamina recovery effect
Include all used sound annotation behavior data
Applies to all normal attacks, power attacks, and sprint power attacks
Ride your horse quickly and freely at any time.
There is no need to troublesomely use or disarm the horse summoning magic, or get off or mount it.
Activating this ability once will allow you to ride a horse at any time while Sprinting
There are three powers: Shadowmere, Arvak, Drake.
After activating the power you want to use, press the E key for 1 second while Sprinting summon a horse and ride it automatically.
If you stop sprinting, use up all your stamina, fall into water, stagger, or become ragdoll, the summoning will be automatically canceled.
When you gallop on a phantom horse, you can gallop for a long time because stamina consumption is greatly reduced compared to when you normally sprint.
This also applies to NPCs and followers when they wear the Phantom Horse Ring. However, the difference from the player is that the horse is summoned at the same time as the gallop begins.
Additionally, players can use it in dungeons, indoors, and during battle, but NPCs and followers can only use it outdoors and outside of combat.
Are you having a hard time maintaining your horse?
So this mod was created.
No need to get on and off the horse anymore
Now, if you wear the Phantom Horse ring and sprint, you will immediately jump on the Phantom Horse and sprint.
The Phantom Horse Ring can be crafted with 1 Arvak's Skull.
The Phantom Horse Ring was created by an unnamed alchemist who holds a grudge against wizards, so it will not work when equipped with spells.
Now, when you wear the Phantom Horse Ring, you don't have to mount or dismount your horse, it will mount the Phantom Horse when you sprint and disappear when you stop.
Since there is no hand-to-hand combat in For Honor, it was created with a lot of reference to the hand-to-hand combat in Witcher 3.
Please refer to the video for operating instructions.
Now all of Skyrim's vanilla weapon type combat movesets are complete.
However, I plan to unify the combat control method, rework some movesets, and revamp the stagger system.
For example, only some weapons can use follow-up attacks right now, and the control method is different for each. Also, in this unarmed moveset, the directional attack behavior has been changed so that after evasion, normal attacks and power attacks can be used separately. I plan to unify these combat control methods.
The current stagger system is based on the Modern Stagger Lock, but the next update will not enforce the Modern Stagger Lock, and I plan to make it work the same way in vanilla. Also, the current method grants stagger at a specific attack timing, but in the new method, stagger will be granted from the moment the attack starts to the moment it ends, so that when attacking multiple enemies, they will all stagger equally.
So in the next update I'm going to upload it to Nexus with the official numbering of For Honor in Skyrim and then I'm going to switch completely to BFCO.
Oh but I think I'll make a mod before the update I mentioned above because I want to make that first.
For Honor in Skyrim Animation Pack 5.2 (2024-11-08)
Added missing invincibility time to Raider's left-side attack
This mod turns the Daedric Scythe from the Battle Scythe mod into an animated weapon.
This is the first animated weapon I've made. I think it can be used for various equipment in this way. However, since finishing For Honor is the priority, I don't plan on making animated weapons for the time being.
For Honor in Skyrim / Varangian Guard / Axe + Shield Moveset
The Varangian Guard is done.
One-handed Axe animations have finally been added to For Honor in Skyrim.
Currently, it only supports one-handed axes + shields, but in the future, we will make two additional versions so that the animations will work well with one-handed axes alone or with large shields.
Right now, I'm working on the vanilla weapon type first, so I'll finish Nu Xia here, but I plan to make a moveset specifically for the Hook Sword in the future.
Since this uses the Shield, I created the move using the recently added parrying method.
If you move backwards and use a normal attack, you will be in a block stance for a few seconds. Block stance protects against attacks from the front.
If you press the normal attack key in the block stance, you will deflect the enemy's attack with your shield and at the same time stagger the enemy after hitting him. A slow effect is also included.
Since the other mechanisms are the same as the Nu Xia movesets, I made the video briefly.
You can get the mod from the Discord download channel or the AFDIAN download page.
If you have any questions, please post them in the Discord support channel.
When you ask a question on Patreon, i don't get an Notifications
For Honor in Skyrim / Nu Xia / Dual Dagger Moveset
In For Honor, Nu Xia actually uses a different weapon, but I implemented her movements with a dagger.
Nu Xia has the ability to block enemy attacks and quickly evade and attack them at the same time.
Taking advantage of the dagger's characteristics, the normal attack focuses on stabbing the enemy, while the power attack powerfully swings the dagger in both hands.
Among the movements, there is an animation that involves holding the dagger in reverse and attacking, so a new necessary mod is added.
I will prioritize completing the move sets for vanilla weapon keywords.
Movesets for vanilla weapon types will be uploaded to the Nexus as the "For Honor in Skyrim Animation Pack" after completion, and movesets for other weapon types will be uploaded individually after the remake.
First of all, we plan to make the movesets of vanilla weapon types into MCO, and after completion, we plan to discuss again whether to completely switch to BFCO.
I'm currently making Nu Xia.
I have created all of the equipment animations and smooth moveset add-on functions according to the weapon combination and weapon location used by "Nu Xia", and will begin creating attack animations starting next week.
Smooth Moveset Add-on 2.7 / For Honor in Skyrim 4.1
Smooth moveset
A gimmick created by including a transition animation in the idle animation itself; depending on the situation, real-time idle transition is impossible; Nemesis is required.
Smooth Moveset Add-on (working title)
Idle animations exist depending on the situation and are switched in real time. More advanced technology, no nemesis needed
Right now, you can think of it as transitioning from Smooth Moveset (Old) to Smooth Moveset Add-on.
Once the Smooth Moveset add-on is completed, Smooth Moveset (Old) will no longer be used.
If you're curious about what exactly the smooth moveset does, read this post
Smooth Moveset Add-on 2.7 / For Honor in Skyrim 4.1 update log
Weapon combinations that can use the Aramusha, Peacekeeper, and Berserker movesets have been increased.
Equip and unequip animations have been added for each weapon combination as seen in the table above, and animations according to the location of the weapon node (default, back) are supported in the Immersive Equipment Displays settings.
When changing a weapon to another weapon, the correct idle transition animation is performed.
All animations of the Dual Wield movesets have been re-created with the Smooth Moveset add-on.
Added ESL flag to smooth moveset.esp
You can get the mod from the Discord download channel or the AFDIAN download page.
If you have any questions, please post them in the Discord support channel.
When you ask a question on Patreon, you don't get an alert, so you never know when you'll get an answer.
The second feature is for animators. Re-enabled movement for left-hand weapons (Shield Bone), which had movement disabled in vanilla.
Although it has the same functionality as Dual Wielding Unlocker, Left Hand Equipment Overhaul does not require behavior tools such as FNIS or Nemesis.
It's simple to use. Just add an Adjustment_On annotation before any action that requires the left hand weapon to move. When the movement of the left-hand weapon ends, disable the function with the Adjustment_Off annotation.
This annotation is used in the Axe and Mace equipment animation in the Left Hand Equipment Overhaul mode, so it will be easier to understand if you look at it.