Updates to Impact's Balance system, Cleaned most of the folders for Impact. There's a better system to distinguish Boss AI and Regular NPC AI,
Why this is the best method currently is all conditions are implemented through DAR, this means we can add whoever we want and Future Quest modders and Follower Modder's bosses can be added to the system by simply typing in their form IDs.
Always wanted to have action movie type fights where the ...
2022-06-14 23:07:58 +0000 UTC
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The Behavior update that changes Inquisitor to a framework is here!
Fully becoming a magic framework instead of having hardcoded spell hitframes/movement data/number of movesets.
Most of my animations have been carried over of course so it's usable out of the box.
Some new anims such as the staff anims for the right hand are included
To have a clearer idea on what it can do, Once you get this mod, Out of the box if you have your stances mod installed, switching stances ...
2022-06-14 23:07:49 +0000 UTC
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First off, Credits to SlimTheAlien for the idea, during one of our behavior tutorials, this was pitched and he sat through the whole process!
Also, I REALLY wanted to use the regular attack buttons for this. It makes a lot of sense and is really just convenient but; several attempts and I can't seem to make it work with those buttons.
There seems to be a hardcoded condition for these buttons to send Draw behaviors instead...
2022-05-29 13:26:08 +0000 UTC
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Get the Best of Both Features from Elder Scrolls Deliverance and the Latest Directional Attack Framework I recently Created.
I got feedback from a lot of users that didn't want to switch to the directional Attack System and Preferred FP Revo and Elder Scrolls Deliverance because of the Lack of follow up combos afterwards or just movesets in General.
Now after combining the main features of the two projects; It brings several dif...
2022-05-20 01:17:01 +0000 UTC
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Just a Minor Update from my Directional Block . Previously, I thought with regards to blocking; 4 directions were enough, because of the diversity of the attacks
coming and The Precision mod being crazy accurate, blocking had to have as much similarity with attacks.
It's also much more dependable especially for Precision users since you don't have to use this with the Directional Attack framework, and you can use this with other mods like MCO, ABR and SkySA.
I real...
2022-05-02 12:11:55 +0000 UTC
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This may take a little longer than usual since it's a whole ecosystem of mods for a specific type of combat similar to bannerlord/Mordhau.
So apologies for taking a bit, been busy the past few weeks. My focus was on Wanderer's Heart Ship Movements which is the Latest Ship Mod on Nexus if you didn't know, as well as helping out Duffb with DBC.
A lot of plans still in motion. But one of the things that I really wa...
2022-04-24 08:41:45 +0000 UTC
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A few New Mods I wanna Showcase,
Sprint Swimming: A requested Mod that enables faster swimming, Honestly before someone mentioned it to me I didn't know this wasn't even a thing in game. It's always tricky to mess with vanilla locomotion but here we are. Only requires Nemesis.
Impactful Blocking Timed Block Animations: Another requested mods by Austio, one of the best animators right now. Another Small Feature to give distinction to timed block...
2022-04-07 13:25:05 +0000 UTC
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Dtry, the author of so many amazing mods such as Shield of Stamina, Raven's Awareness, Stop on Slash, the Hkanno Convenience tool and the upcoming revolutionary Valhalla Combat Just produced another great mod, one that brings a very useful mechanic from elden ring : https://www.nexusmods.com/skyrimspecialedition/mods/65579
His elden Counter allows players to trigger a counter att...
2022-03-30 18:08:19 +0000 UTC
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The aim of this update is to completely change the approach and make sure new elements like dodge, timed block, the new recovery system become essential to combat.
As much as I tried to incorporate new changes in the last update to make sure NPCs have queues to block/dodge, You can still just spam the attack button and whatever the npc does he gets staggered.
In a way, it needed fairness, make sure a reckless approach becomes punished and not payi...
2022-03-23 18:18:30 +0000 UTC
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A minor update to Make the 2nd Stage of the charge attacks more useful. The bloodskal blade's effects would not work on any of ABR's edits but this update restores that functionality to ABR's features.
No scripts used here and it's purely behavior based. When using the bloodskal blade or any modded weapon with the same enchantment, the regular charged directional attacks now emit that blast; but if you hold it longer, and when t...
2022-03-19 06:22:21 +0000 UTC
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So, Quite a few updates today;
So first: DBC will have a few behavioral Changes, Duff will Publish it soon when he's ready.
Currently, the combat feels like a moshpit, with this one, NPCs default movement mode will be walking, but that doesn't mean they won't charge/roll, they will still do fast/long ranged melee attacks based on the DBC code logic. Archers will also be less cowardly and have slower walking when knocking. As for their attack ...
2022-03-11 09:00:02 +0000 UTC
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Hey guys, so I'm aware that there's quite a few that do not use ABR as a combat framework. So I separated underwater combat as a feature for those non-ABR users as well. You can string combos just like in ABR and for those that use DBC and synthesis patcher to enable aggressive swimming NPCs, you can have NPCs fight you underwater too.
NOTE: For those that already have and use ABR this is not necessary as this, ...
2022-02-28 03:54:32 +0000 UTC
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So here's a little project again. Apart from Inquisitor, duff and I have been working on several mods that add more behavioral features to magic as well as a potential skill mod, but while we're waiting for testing, and in between fixing ctds. I don't like keeping things dry and I always want to keep myself busy no matter how small as long as it brings a little improvement to the game
these are 2 sma...
2022-02-20 02:00:41 +0000 UTC
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Here's a little preview on what's possible for the next inquisitor update; Since it's both a behavior and magic framework now, You can complement other mod's features because of the possibility of different movesets.
Here, Stances mod is used and you can dynamically change how you launch the projectile if you switch stances.
This is also possible with other types of spells as well as Staffs. Eventually, I'll try and brainstorm with other modders like Duff,Dtry and Distar about ...
2022-02-13 02:43:23 +0000 UTC
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Credits to DuffB for the Vid :) I haven't made them showcases lately as I've been more focused on making and editing the current mods so I can't thank him enough :)
A lot of Things About to come soon. But first for those Poise users out there, Originally PI and Poise have different principles. Poise is about dealing enough damage to render the opponent to a vulnerable state. PI is all about getting consistent results and reactions based on your input.
This mod i...
2022-02-12 14:28:45 +0000 UTC
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just made a basic mod while taking a short break in between my projects; I like to do little experiments when I'm a bit stuck at something and I figured, may be a few people like this idea.
It basically just smoothens out your standing to crouch state unlike vanilla's instant transition. Both crouch and uncrouch are smoothened out.
I made a distinction between sheathed and unsheathed mode though. I did not make the smooth transitions for weapon/magic drawn because it may be too...
2022-02-03 19:42:04 +0000 UTC
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So before anything; all the animations used on this vid are all on the vanilla game; so if you have issues like if you think the animations do not look good then your beef is with the game's existing assets.
Also this will mainly be a framework which uses DAR so animators can make anim packs and you can choose to plug dialogue animation packs for specific actors or for actor types.
The current system from vanilla wasn't as simple as I thought; I always thoug...
2022-02-03 14:33:28 +0000 UTC
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*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 ...
2022-01-29 02:44:41 +0000 UTC
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File is Available for testing on the Discord Server Specifically the "releases" section. Normally I do testing in private but ABR is a big mod now and implementation of SKSE is a big feature so bigger and more feedback is required
One of the new features I really liked which was the new chainable heavy attack key was too rigid for a lot of people. Also it wasn't available for builds like spellswords. ABR was held back by a lot of things that could have been solved via SKSE,
...
2022-01-11 12:23:08 +0000 UTC
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So first of all, Wish you all a happy new year! Hope next year's gonna turn out well for all of you guys! I can't thank you enough for being a part of the community!
Ideas just keep on flowing, and some projects may come out sooner than others, But here's one thing I've always wanted that I can say that I'm practically done, with a few bug corrections left.
2 main features are going to be introduced to ABR
-Charged Attack Stages
-Underwater Combat
2021-12-31 14:56:15 +0000 UTC
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It's finally here, but before that a few reminders:
* Please READ! 6.2 introduces a whole new input system, It's not rootmotion+, it's not skysa + some random edits; NO it's not bugged because your right click can only attack, or your left trigger is a power attack, There is a dedicated guide and explanation regarding this new feature. Toggle the charge attacks using Right Alt and a standalone unlock grip using right Shift; every basic fix is all on the guides, If you're new, ple...
2021-12-23 20:00:04 +0000 UTC
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Just a catalog for all the latest Release of my projects. For information about each, still refer to the dedicated posts.
This is so that all those joiners who simply wish to just join, grab whatever mod then leave find it easier or for those that are just rebuilding mod lists or getting new pcs and want to easily get all of them without having to search my 70+ patreon posts.
For Installation Instructions refer to the discord server's #installation-instructions channel which list...
2021-12-13 00:16:58 +0000 UTC
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Updates to Project impact which makes it a little less OP and for Impactful blocking to add a bonus feature when paired with ABR
And everyone, If wanting help for anything, I really prefer discord as a platform for that. it's easier to show visuals and it's definitely more direct. If you don't like the platform you can really just stop by, ask for the help and leave and this is if you really don't like using it; but there is incentives to stay as I don't restrict all forms of help, I t...
2021-12-12 23:50:16 +0000 UTC
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- New DAR structure
- Power Attack Sequences
- Adjusted Power Attack to Regular Attack Transition Queues
-Easy to Replace Charged Attack Animations
So while updating and Adding new animations, I got lost at some folders and realized there were folders that were obsolete, but I thought just deleting these folders aren't enough, I constantly add/swap anims and finding the right folder everytime just drains the fun out of it, also for users, it's really h...
2021-11-30 10:30:13 +0000 UTC
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This mod supersedes telegraphed creatures 1 or 1.1, since the previous mod wasn't a nemesis patch, therefore has a lot of incompatibilities and sometimes do weird behaviors to some creatures like bears or wolves.
This mod has none of that since it's now converted to a nemesis patch, and all you need is Nicknack's Ultimate Combat & Creature Compatibility patch for this: 2021-11-19 09:48:57 +0000 UTC
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Project Impact 1.3 is here!
Install like how the old version, The full guide for installation and conflicts can be found in my instructions section on the discord.
Also the name in nemesis is change from "DARReactions" to "Project Impact" so it's more consistent, Codename is still thesame.
Also the DAR structure is Organized this time. I do recommend disabling character stagger in the OHAF config ini by the way inside OHAF's folder : "SKSE/plugins/MaxsuOnHitAnimFiles/Maxsu_...
2021-11-11 05:22:49 +0000 UTC
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A few Adjustments and Tweaks to ABR
- A new way to Transition attacks, I was trying to come up with a way previously to make transitions slower than what it is, but it involved too many steps for end users like having to use hkanno, so I didn't think it was viable for anyone, but with this new way, it's automatically done through behaviors.
The behaviors will detect when the hitframe is reached and after 13 frames after the hitframe it sends a specific annotation called "loop_atk" a...
2021-11-07 05:09:33 +0000 UTC
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So, I updated vanguard to make the bashing anims more balanced, when i made the first version, i was so frustrated with NPC bashing that i may have nerfed it too much, so I'm trying to find better balance for this one and not completely nerf it
But I've also added something more than that, the next version of vanguard includes new features that when detected by Project Impact will add further depth to NPC reactions,
1.3 is almost done and the features will be:
t...
2021-10-31 09:25:07 +0000 UTC
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As I mentioned previously, I really wanted to change the dialogue behaviors and make them livelier, I love how games like red dead 2 or cyberpunk have scenes that aren't camera cutscenes but feel very much livelier because you see the characters move and express what they say with more gestures, walking and expressions
I managed to restructure the whole dialogue behaviors to make them less random in the b...
2021-10-25 05:09:24 +0000 UTC
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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 c...
2021-10-18 21:38:41 +0000 UTC
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